I, for one, would appreciate a good adventure template to see how to present encounters, what the expectations of play are, etc. Like if Paizo could hold up an example and say "this is a solid adventure - it contains what players should expect when using our system - GMs modelling their homebrew content with these guidelines will have a basic idea of challenge, risk, reward, etc."
Actual play reviews of AP modules, the demo adventure, and the shorter adventures (Plaguestone, The Slithering) seem to indicate that those haven't been published yet. Early reports are that the Beginner Box adventure is better at this, but I haven't seen that yet.
Paizo absolutely needs to acknowledge the potential pitfalls of their on-the-edge balancing, and discuss what to do and what to avoid in regards to making, combining and splitting encounters.
Their current stance, as exemplified by Mr Jacobs post linked earlier (I
think in this thread, only 85% sure, maybe somebody can find the link) that basically amounts to "we can only provide a starting point; more advanced GMs can modify as they see fit" doesn't cut it. That's politician's talk.
Why?
Because, not in a system where you can't even smush together two moderate-difficulty encounters without creating a serious TPK risk, you don't! They need to stop pretending PF2 is like most other systems, and start discussing the nitty-gritty details (that both CRB and GMG glossed over), basically discussing ways to combine two encounters.
It's not that it can't be done. It's that thinking about encounter budgets, and the amount of monsters the heroes face in any given round, is mandatory, not optional, in this system. You absolutely can combine two encounters. The very short (incomplete, rough-around-the-edges, ...) answer is that you create the illusion of combining them, while in reality the heroes never face more than one encounter's worth of monster at any single given time.
But I don't want to be the one giving out sound GM advice. I want Paizo to do it. I want Paizo to implicitly admit PF2 is not like the other systems, where nothing bad happens if the squad of kobold guards were to run back to their bugbear commander for safety, and two rounds later, the heroes run into his room. In PF2, however, that scenario will likely mean the GM just killed at least one hero.