A few observations. Not 'cause I necessarily I agree with the man (or your transcript rather), but because it's otherwise too easy to write off his criticisms.
At first sight (and really a review can't be expected to look deeper than that) the game comes off as incredibly thought out and tidy. Scratch the surface, and any number of question marks pop up. Kudos to him finding some of them.
He's happy about buying magical gear, although it turned out to be less fun that he thought.
Yeah. 3.x/PF/d20 magic buying is loads of fun, and 5E deciding to drop it like a hot turd is one of the biggest flaws of that edition.
However, he's right it isn't as fun as it could have been. Why? Because while 3e (and 5e!) get magic items right (as opposed to pricing them, in 5e's case) PF2 gets them absolutely wrong. In fact, PF2 brings magic items* back to the 4E nightmare of anemic items that do incredibly little, and often with ridiculous limits on how and when you get the little benefit there is. Players simply can't be bothered to remember to use items when the benefits doesn't significantly bolster their characters' abilities.
*) except for fundamental runes (=striking weapon runes) but that just opens a different can of worms
For example, someone cast the good old classic "invisibility" spell. Now I wasn't super happy how the rules were layed out in 5e - you had to dig around to find the consequences of this. PF2 is worse based on his example.
The invisibility spell gives the invisibility condition
The invisibility condition says you have the undetected condition
The undetected conditions means that enemies attacking you have the flat footed condition and furthermore, they have a 50/50 miss chance
It's even worse than that. You'd think invisibility augments sneaking, but by RAW it replaces it (both give the same condition). The condition of undetected seems to both mean "the enemy doesn't know where you are" and "the enemy doesn't even know something's there at all" simultaneously.
The concept of bounded accuracy is gone and this has consequence.
Nothing new to a player of 3e/PF1 or 4e, though.
The +10 crit rules means that it is important to get the exact number for each attack.
The game is definitely not for the math-averse, that is correct.
Let us stay on that topic for a sec:
The multi-attack penalty significantly slow things down, especially for the GM. It also makes time prepping sessions longer.
On the other hand, that's likely just his inexperience talking.
Assuming he's not maths-averse, that is. Like I said, this game absolutely requires players quick at doing basic algebra in their head. If you're not comfortable calculating 33+2-1+3+1-4+1=? in your head multiple times each round*, PF2 isn't for you. There are no shortcuts or easy cheatsheets.
You simply
must be math-friendly. (Don't trust anyone downplaying this!) Luckily most PF1 fans, clearly Paizo's target demographic, seem to have no problems with this. (Me and our group are all a bunch of tech-loving nerds with Int as our by far best ability so this isn't a problem for us)
*) making an attack against a flanked foe (+2) using reach through a friend's square (-1) using your +3 weapon with bless +1 and it's your second attack in the round -4 (because it's an agile weapon) and you switched target from your first attack and got +1 because it's a sweep weapon.
Crafting rules has problems.
Without listening to the video I can only say he's right, but likely not for the reasons you'd think. The crafting rules are so difficult to understand even now a year from release many Paizo gamers doesn't seem to get it right. In reality it's simple: the core benefit of crafting (i.e. item crafting as opposed to recall knowledge or doing field repairs) doesn't save or make you any money. Any money at all. They only ensure you have an Earn Income activity at your own level (instead of whatever level the settlement or GM offers you). The illusion of earning money comes from making more money than your friends stuck with the lower task level of the settlement or GM.