I do run APs, though heavily modified - I usually turn them into mini-sandboxes like a more dynamic version of a soulsborne game if that makes sense. So, I use a lot of sandbox techniques and rule customizations (I ran an island adventure sandbox with custom resource management and extremely limited access to weapons and armor for example) and my experience matches this - the game is very adaptable and runs fantastically as long as you are not firmly attached to a desired outcome to any given encounter.My personal experience is that the game is pretty adaptable. I have never ran an adventure path, module, or PFS scenario in PF2. My experiences as a GM revolved around a combination of sandbox techniques and more character focused stuff. It worked wonderfully. What it does not handle well, but 5e excels at is GM attempts to control outcomes and pacing. The game is too dynamic for that.