Thanks for all of the feedback so far, especially the discussion on healing and how that shapes party creation.
One concern I have is that the group I'd be playing this with the style seems a strong fit for the DM, who likes tactical, crunchy encounters, and some of the players as well. But not all the players are like that.
We have one casual player - bright but doesn't have time to read up between sessions and not a great depth of experience so would be effectively learning PF2 through play and probably will treat it like D&D 5e for a while. That said, can think tactically. She's smart, just doesn't have the years the rest of us have. What classes/roles would you suggest we steer them towards?
Some of the Fighter variations are probably okay. You just need to point out that using the third action for an attack is usually a "I can't find anything else to do" case. I'd think you could make a Sorcerer work for someone like that too, but it would be a good idea to guide the construction. A lot of other classes are based at least in part around specific tricks and things that might be okay because you accumulate them over time. I wouldn't recommend most other spellcasters or some of the more off-the-beaten path types like Investigators or Swashbucklers.
And another who gets satisfaction with something directly either hurting or healing. Buff, debuff, action denial aren't really their thing. They want to directly affect HPs. So either some sort of striker role or in-combat healing. It sounds like there's still lots of places they will have fun, right? Any hidden gotchas with that?
Direct them away from offensive spellcasters. They're effective, but primarily against groups; its easy for someone to get frustrated because their single target damage is not as exciting as someone would like, and there's a deliberate move away from take-out spells (and the ones that are there have a mechanic that make them explicitly bad against up-level opponents)
But none of that is a barrier to play, just things to keep in mind when we build a party.
Changing gears, I'll have to check out Foundry - we've been using Roll20 and it has it's strengths and it's pain points. But it sounds like there's good tools at Foundry that will be a big help. Are they free, subscription, purchase?
Finally, there was a mention about not being able to try disarming a trap without being an Expert and some warnings about if it's worth it to invest only a little in a skill. Could someone expand on that? Do characters need to be focused specialists like in D&D 3.x, or can you be more casual and still have chances to succeed? Is spreading yourself thin to be a jack of all trades viable? And what are "skill feats" - is that just a category of feats that affects skills or something else?
I haven't noticed my less-than-laser-focus with skills being particularly painful, but that may be an artifact of the classes I've played.
Feats in PF2e are basically broken into four categories: class feats (basically selectable class features, usually the best feat types you can get), ancestry feats (things that represent what particular heritage you have--some of these can be pretty decent too, but you don't ever get many of them), general feats, and skill feats. You get more of the latter than you do of any others and they're sometimes-useful but unless you're focused on a given skill, often underwhelming (they'll do things like slightly change the mechanics you use when you jump to your occasional benefit, or give you the ability to use crafting with magic items).
(This, by the way, is why when some people go off about how many feats there are in PF2e its hard to sometimes not read them as either not understanding the game or being disingenuous. Because of how those feats are binned, once you've created your character the majority of class and ancestry feats will never matter to you again, and even the skill feats are dependent on what skills you've taken).