Since you made a serious reply, I'll ask a serious question: do you have a public list of identified issues or goals? (Maybe a set of designer blogs etc) If you were to comment the fact that both PF2 and 5E took pretty drastic steps in several areas (I will simply assume you have studied these games) - if you don't consider these areas to be problems needing solvin', it would simultanously help calibrating our expectations while at the same time making the task you have set yourself that much easier.
Regards
Thanks for the reply!
1. We have studied both games (and designed many products for each of them) as well as others, both relatively new games and going back to the early 1980s.
2. We do not currently have a public list of identified issues or goals, other than those described in the OP for this thread. Our
Discord channel is a great place to keep up with discussion with people from the design team in the public areas, and we have a lot of discussion going with the design team in the back channels there and on our Basecamp, but we'll be releasing more public information as we go along.
3. I do think PF2 and 5E both have strong points as games while both being pretty substantial steps away from the 3.x design tree. Whether that's a good or bad thing depends on your taste in gaming, but I think it's undeniable that both are substantially
different.
4. Corefinder is not an entirely new game. It is intended as our vision of an ideal refinement of the existing Pathfinder RPG engine and system. It is intended to be backwards-compatible, especially on the GM side, with the caveat that any system with statistically measurable changes can never be perfectly seamless. If you're fixing some things, then by definition stuff from the base PFRPG game that's in those "fix" areas will need connective tissue if you're going to use existing PFRPG monsters or adventures. On the player side, you could run PFRPG characters, but the intention of a system like this is that the players are going to be operating with updated versions of the classes (rather like Unchained Rogues and Summoners), but that the GM still can plug in their existing piles of bestiaries and such things with a minimum of fuss.
5. We
are also looking at options for an entirely new game system to try out ideas that are just too wahoo in one way or another to fit with a realistic vision of "refined and compatible version of PFRPG"
6. We also are producing ongoing source material that is specifically and explicitly for PFRPG, especially completed, revised, and compiled compendiums of our Legendary Classes books. Those will be coming later this summer.
There are a lot of branches along the way (and we're still producing stuff for 5E, Starfinder, and more as well), but we hope as things continue to move along you'll check it out and see what you think.