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IMO the thing that makes the two extant Archetypes hard to swallow is that the level 2 abilities for both offer you flavor options at the expense of either combat options or core class functionality options. In a lot of games, at level 2, that's likely to get you killed (or at least, feel like you're getting killed) or severely nerf your effectiveness.
For example, I can't imagine trying to play a level 2 soldier without that level 2 bonus combat feat. I wouldn't be able to do what soldiers do at that point without it. That loss is going to be felt up the chain and only get worse, because it means I get finished with my feat chains at later levels. Likewise, losing a magic hack or operative exploit or envoy improvisation at that level means you can't pick the pre-reqs for the ones you actually want later (it really sucks for envoys, as you basically don't get any improvisations).
I think the only way archetypes work is if you started out at really high level to begin with, or if the archetype gives you something better than the lost class feature (at least on the lower end).
With the reduction in number of feats and the design model being aimed at reducing feat chains needed for later feats, I haven't encountered this problem at all. I have a fighter (phrenic adept) in a dead suns game. Currently level 4 and played from level 1. Haven't noticed any issues along the way at all. This may change as additional options are added to the game but currently I don't think it is an issue at all