Yes, I suppose I can build off my decades of GMing experience to figure out how to write an adventure and run a game using this 600+ page rulebook, but I struggle despite all that experience. I can't imagine how intimidating it would be to a new player or GM.I expect that once your wife establishes some baseline proficiency with carpentry, her skills will transfer over to new projects. The same is true of RPGs. You’ve run D&D and similar games before. Pathfinder 2e is just another D&D game. Your skills should transfer over. It’s not like it’s a PbtA or FitD game where those skills could get in your way of running the game properly.
So I would want to see just a single solid adventure to show me what PF2 should look like in play. I didn't see it with the first two books of Age of Ashes, any of the three Abomination Vaults modules, Plaguestone, or the Slithering (or the other PDFs I got in the Humble Bundles).
Maybe the others will be better? Maybe the Beginner Box fixes the experience? But at this point, I've tried running three adventures with it, which is more of a chance than I'd give any other system. I don't know if the core experience is worth saving (for me).
Which this really is a shame. I loved parts of 4e, just wanted it scaled back a little closer to 3e, and obviously something in print. If they could've simplified PF2, streamlined it a bit, it would probably be my favorite system out there. And I guess that's why I gave it three tries.
I'm sure I could "fix" it - but at that point, we're not even playing PF2 anymore.