I hate flexing, so I'm just trying to show that I'm not a total newb when it comes to RPGs, but I have 2800 hours of experience DMing (mostly) and playing D&D 5e (and overall, 28 years of experience with tabletop RPGs, mostly D&D from 1e to 5e). I have played tons of D&D 3.5e as well, a couple of years of Pathfinder 1e, and a year of Starfinder. I have even dabbled in game design over the years.
I can speak from experience that while 5e is a great RPG that is simple on the surface, but can be complex during optimization, it has some complications and some greater imbalances, even in just the core rules, than PF2e. To name a few, multiclassing can still create broken combinations, paladin smites are too powerful when combined with multiclassing, some feats are really weak, Dexterity is too strong as an Ability Score, wand of fireballs at early levels breaks encounters, some class archetypes are very lacking, resting is too easy, some spells are downright broken, crafting is too vague, etc.
I have about 30 hours of experience playing PF2e and I'm going to DM my first game tomorrow night. 2e is hands down a much more balanced fantasy RPG experience so far. I've yet to see anything extraordinarily broken and nearly all of the classes, with the exception of the Alchemist, which seems underpowered at low levels, are pretty balanced. Of course, it's impossible at this point, without having played for a 1000 hours, to know it inside and out. It's not a perfect game; Primal school of magic seems underpowered, Ranger's Flurry seems too good, the spellcasting system seems less versatile, but compared to the early days of 5e, this game does a lot of things right, and about triples the choices that a player can make over the course of a character's advancement, providing a happy medium between 5e and PF1e's choices in my opinion.
Compared to PF1e, PF2e is a very different game, and in my opinion, closer to an amalgamation between 5e, PF1e, and Starfinder. The 3 action economy, however, is the best system out of all of these RPGs in my opinion due to its versatility. Exploration and Encounters modes are clearly defined, crafting seems easy to understand and accomplish, items have clearly defined levels, and overall, mechanics just make sense without becoming "mathfinder"-ish.
The post above by Rhianni32 hits many valid points, so not going to repeat them here (well done).
Try it for a session or two with a good DM. Forget what you know about PF1e. You might like it.