Never played it or ran it. Stated it one but the campaign fell apart early. Would like to play or run.
I also would like to play Wild Beyond the Witchlight.
Not necessarily, in most other media this is an exercise in creative writing. Some elements of it could be handled with improv but that is creative writing wearing another hat.
This mostly.
The only game I can think of that does logistics (right now) outside of wargames would be Dead of Winter (possibly without the traitor mechanic). You could emulate the crisis of the week style with an oracle system to generate random themed crises.
May be it is just me, I am not the most attentive reader these days, but all the advice I have seen is for making high level encounters. Now, I did not find making encounters all that hard, (a bit tedious but not that hard, though perhaps hard to predict how they will go) it is the campaign...
I have not played Pathfinder but in 5e this is true for me. It is not the at the table experience I have issues with it is the at the table experience.
It is a possible fix if you try it and think there is a problem. I honestly do not think it will be that much of a problem and I regard it as a positive contribution to world building.
On the topic of martials concentrating on spells, yes, they are likely to have better con saves, but they are...
And once again we see diametrically opposed views on what is useful in a D&D book. I am somewhat interested in the faction system and may use it in the background to track relationships with major players in a new campaign.
More character options are all to the good but I would not have wanted...
I think the format is a solid one for any major world setting, Greyhawk, Dark Sun, Dragonlance etc. I am not sure I want it for the planes, basically there are too much planes. Perhaps for Sigil but for general planes. I would like to see an anthology of low level adventures that use portals...