Yes, I can get into that.
The first group I tried it with had a very "let's make sure we're getting the rules completely right - that's the only way we can fairly test it."
So it became a slog, trying to make sure every ruling was correct.
This applied also to running the Age of Ashes adventure path. They wanted it 100% by the book. And without adjusting for player skill and interests, the game became a lifeless bloodbath - like a difficult CRPG.
After that first experience, it wasn't so much about having to get the rules right, but it was following the APs we tried "to the letter." Clearly, this didn't work for the next two groups. APs (especially the earlier ones) are frustratingly difficult for players used to 5e.
I still have a player every week - in almost every combat - get so frustrated by the difficulty that he says things like "I'm dead - I'm going to need a new character" (and we're playing an easier AP, running the characters at one level higher, and I'm mindful to spread out the enemies.)
So here's my suggestion - don't start with an AP. Get the Beginner Box (and you'll do fine). Run some of the PF Society modules for your group. Don't try to jump in with an epic story - this doesn't play like D&D in my experience.
Don't run Severe encounters until your group gets used to the system. And when you do, be sure to telegraph the danger in advance and give them every opportunity to run away. (A Severe encounter with good GM tactics is a TPK waiting to happen.)
This is really useful - thank you for taking the time to share.