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"Class changes" in Unchained are an easy way to bullet point a book still in progress, without saying anything of greater substance at this point about **what will specifically be changed**
Fundamental alterations to the underlying action economy during combat are, far and away, one of the biggest changes to Pathfinder from 3.5 that could be made. Apart from reworking the math behind high level characters, the problems with SR and saving throws (which will probably have to await a full blown PF 2.0 revision), changes to the action economy in the game are what interests me most.
In particular, MY biggest problem which is inherent to the design of Pathfinder/3.xx is the trade-off which favours STATIC MOVEMENT by mid to high-level characters engaged in combat. The trade off for a full round attack action in order to be able to inflict multiple attacks on a foe tends to always favour a rush to the middle and then minimal 5' step movement by melee combatants. And as the trade-off "cost" of movement during combat gets more "expensive" the higher level the combatants are, the worse the disparity becomes.
That underlying reality makes the combat element of the game BORING the longer an AP continues as it tends to rule out all the cool combat maneuvers which the game theoretically now allows. Not cool.
The problem tends to make most combats feel exactly the same. We need more variation not simply with environmental factors and theoretical combat maneuvers, but with an action economy system which does not punish those choices being used at 6th level and beyond. Low level combat should not, in practice, be more dynamic than high level combat. Nevertheless, it often is. That's counter-intuitive to me.
And this needs to be fixed. It's been 14 years -- and it's still screwed up.
That's always been my main beef with Pathfinder/3.xx and one of the few things which 4E improved upon. I'm interested to see what Paizo comes up with as options to mediate these gameplay issues.