So bringing things back to the thread topic, what is it you really like about the PF2e rules? Your complaint seems to be there's just too many rules to remember, which is fair, but I'm curious what stands out to you as making PF2e different from other games.It occurs to me there is another option: hack up PF2ER and SF2E and glue the pieces back together to get what I want.
I know there have been threads before about what would need to be included in a slimmed down version of the game and some basics I've seen are things like 3 action economy, 4 degrees of success, and a crit fail/success being on a roll 10 under/over the target. I'm just curious what someone who seems to like the system, but finds it a bit overwhelming, enjoys about it.