payn
Glory to Marik
Ill second this. I'd say the default mode for PF2 is hard, not easy. Teamwork and tactics are expected. You can temper this by paying close attention to the rating of the encounter.Given your experience last time, I’d suggest two things:
1) Really emphasise to your group they can do more than just move and attack, an action spent demoralising an opponent, or moving into position to give a team mate a bonus on their attack is not a wasted action.
2) Depending on your group vibe, consider applying the weak monster template to most of the encounters. This isn’t saying “you’re not good enough, get good scrub” or giving your group freebies. Think of it like a video game difficulty slider, sometimes you want every combat to be intense, on a knife edge, other times you might just want a chill sesh where you’re comfortably kicking butt but still getting thrills out of it. Besides, your players don’t have to know you’ve done that. It gives them a chance to get use to the “expectations” of the system without being punished for “mistakes”.
In PF1 I ran many APs and often kept the party 1 level behind for most of the campaign. This was due to the system mastery my players had and their ability to play up. In PF2, I'm finding many of the dynamics have changed. The tight math makes it more difficult (particularly for those who dont work as a team). So I find moving the party 1 level ahead of the milestone marker makes the game a better experience.