Jaeger
That someone better
The Pathfinder community splitting between those staying with Pathfinder 1e, those switching to Pathfinder 2e, and people new to Pathfinder coming in. There does not seem to be the same exodus as there was from 4e to 5e for a wide variety of reasons, so Pathfinder 2e needed to wait longer to attract enough word of mouth and a base to start expanding.
Any new edition will split the fanbase to some degree.
5e had the benefit of coming on the heels of an edition that really split the fanbase, so it could specifically target design elements to bring that fanbase back together...
PF2 has more of an uphill road because PF1/3.x D&D had basically run its course when 5e hit.
The PF1 fans that stuck with Pazio were of a more 'die hard' 3.x. fan type less likely to readily move over to any "new" edition. Which worked against Pazio as the time to release PF2 was a year after 5e hit... But their fans would not have followed so soon.
And Pazio had to wait because they are not WotC, and could not afford to just quit a still profitable game line to develop a new one at the drop of a hat.
Also like I said earlier; PF1 fans are a bit more 'new edition' resistant than your normal RPG groups. If I had to bet, not as many as Pazio would have liked made the switch to PF2 right away...
Now it seems PF2 is winning converts, but like I said earlier; PF2 is finding its natural level in a 5e world. The 4e era PF1 glory days will not return for a variety of reasons.
... Marginal increases in brand awareness among the now huge 5e player base would have a dispraportionately large increase in Paizo's revenue.
I don't know where Pazio would get the funds, but I agree.
I'm not suggesting 5e players should be Paizo's target audience, but there are a lot of 5e players who could be interested in PF2.
5e players absolutely should be PF2's target audience. They should make every effort to sell themselves as the AD&D to WotC's 5e basic D&D.
PF2 is not an entry level RPG. And it should not pretend to be. That would just lead to a clash of expectations.
Like I suggested early in the life cycle of the system, they should make a "beginner's adventure path" that teaches how to play the game and how to run it.
This is 100% the right move for a game with the tight math that PF2 has. Most other RPG's rely on a degree of 'handwavium' to smooth things over, and PF2 explicitly does not do that!
It's still very much 'D&D', but it does represent a shift in playstyle that needs to be adjusted to.