Doctor Futurity
Hero
I ran PF2E until I ran out of juice with it. I think the revised edition fixes or tweaks some issues I had with it, which is nice, but I realized in the end that I prefer systems which are more swingy and less mechanically balanced. PF2E is a good experience so long as you embrace its specific narrow range of play styles, but if you want to have any more wiggle room then other systems (including D&D 5E and 3.5, PF1E and so forth) will be more flexible for your needs.
If I had to identify one glaring problem for me with PF2E that is still a problem with the revision: I just don't like how it does skills. I dislike the skill feats, I dislike the weird consolidations to feats; I miss the PF1E skill system and the D&D 3.5 skill system, and at least with D&D 5E I find that the skill system is comprehensive enough that I do not feel like I am missing too many skills important to the kind of games I run. In PF2E I get very tired of having to use Society for everything, as it reminds me the core design conceits were by designers who do not play like I do or value a wider range of knowledge and interaction skills than the game supports (in its' defense, I am someone who loves BRP/Call of Cthulhu and GURPS for their more nuanced takes on skills, so YMMV). D&D 5E, at least, seems to have recognized that a more open-ended interpretive-friendly skill system would be better for play than a closed/locked system which hides numerous useful traits behind skill feats.
If I had to identify one glaring problem for me with PF2E that is still a problem with the revision: I just don't like how it does skills. I dislike the skill feats, I dislike the weird consolidations to feats; I miss the PF1E skill system and the D&D 3.5 skill system, and at least with D&D 5E I find that the skill system is comprehensive enough that I do not feel like I am missing too many skills important to the kind of games I run. In PF2E I get very tired of having to use Society for everything, as it reminds me the core design conceits were by designers who do not play like I do or value a wider range of knowledge and interaction skills than the game supports (in its' defense, I am someone who loves BRP/Call of Cthulhu and GURPS for their more nuanced takes on skills, so YMMV). D&D 5E, at least, seems to have recognized that a more open-ended interpretive-friendly skill system would be better for play than a closed/locked system which hides numerous useful traits behind skill feats.