The opening post was not about creating a Pathfinder successor, but rather an alternative product line, to address the need for a simpler system with fewer design issues:
I want them to earn their next pile of bucks by producing a streamlined, narrative-rich version of Pathfinder.
Not just a "beginner's box," but an actual parallel rule structure that exists comfortably side-by-side with the more byzantine version of Pathfinder that's come into existence.
And my comment would be: why not go there? The time it takes to fully prepare an adventure or browse through options for NPCs or PCs grows longer with each new supplement. Judging by the design issues of mythic products, or the recent ACG, designers get lost themselves from time to time now.The ban-hammer method, the PFS-legal restrictions, etc, can go only so far until people get tired.
I'll give a few examples, 13th Age and True20 based, how the game can become much, much simpler, while still retaining compatibility:
1. Make character damage, skill bonuses and saves a function of character class and level (i.e. a hero built around boxing people to death does the same damage as the one using two handed greataxe).
Note: It's already happening - just check Brawler class from ACG.
2. Ditch, or make cosmetic all spell buffs, magic item bonuses. Let the power come from within the character, not from their items.
3. Decrease class list to the two archetypes: the specialist and the caster. At each level, the archetype picks three abilities (offensive, defensive, utility) and assigns priority to each.
Do you want to play a tough warrior?
As a specialist, pick defensive stuff first, damage second, and appropriate weapon/armor/tactic/feat utilities.
Use melee, ranged and defense options.
Do you want to be a crafty, yet, backstabbing rogue?
As a specialist, pick utility first, damage second, defensive third.
Use expert and melee options.
Would you like to be a controller mage?
As a caster, pick utility first, damage second, defensive third.
Use arcane caster options.
Would you like to be a protective cleric?
As a caster, pick utility first, defensive second, damage third.
Use divine caster options.
This way the game would become very streamlined (picking abilities at the level-up, no need to worry about gear or specific spells, or spells). If the options would adhere to general guidelines on character power, the characters would be still compatible with d20 system, but all complicated stuff would be gone.
NOTE: It's just a proposal, a proof that such concept can be made into a working product.