While I'm not sure I'd do that one in any case, that runs into the problem with a game that has strong baked in elements to show the limitations of low physical attributes, but also has mental attributes.
And some of it is simply a question of aptitude. I've noted before you can have GMs who are naturally good at some aspects of the role, and just terrible at others. One of the "others" is on-the-fly improvisation. Some people are just terrible at that sort of thing, but can still put together...
Yeah, Crafting could be clearer (for random reasons I've had a lot of characters that use Crafting for one reason or another, and I always have to remind myself how the hell it works for a while every time).
Honestly, the most common case of people seeming to have real problems here usually involves tracking conditions. I personally feel that's less about the number of conditions (there's nothing there that wasn't represented in one way or another in PF1e or D&D 3 and 4e, just with less...
While I can kind of see that, I think his second point was important: a lot of the tags are there to tell you how to resolve special situations. Note that out of the examples he lists, only two apply regularly; the rest are to tell you what happens when certain kinds of specific situations...
A lot of the things that help is that for all people losing their minds about the total number of feats in the game, they're mostly binned by class, and the ones that aren't are general or skill feats, which you don't get a new one of all the time. So you're fishing around in a limited bucket...
I can't say that's generally been my experience; I played two 1-20 campaign, and by the time I hit the upper quarter of those I was regularly having to remind myself what some of the less frequently used feats, focus spells and character subtyping abilities do, especially the ones I got late in...
I think people long settled in the D&D-adjacent sphere have no idea how much more one-off the spell system usually included is to even most fantasy games outside of it, between the combination of every-spell-a-special-case and the fact that if you get to even moderate levels you can end up...
"Grasp", sure; D&D style spells are, in some ways, stupidly simple in that they act like having a bag full of grenades. But the fact there's very little common shape to spells doesn't make keeping track of them exactly the simplest element in the system.
This is a really weird critique. I've seen plenty of people learn relatively complex system by doing, just like any number of other skills; I fail to see why it'd be less true of PF2e.
The biggest problem with PF2e is one common in the D&D-sphere; any time you get outside of the simplest...
You can run into one problem I saw with D&D4e, 13th Age or Shadow of the Demon Lord/Weird Wizard; characters over time can end up accumulating enough options its hard to keep track of them. That tends to be a high-ish level problem though.