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I don't know that I have a full five favorite, archetypes, but:
1. Silksworn (Occultist) - So far, my favorite archetype, and the character who had it was my favorite one to play in PF so far. While I understand that there were some balance issues regarding it being stronger than the base class, overall I loved the theme of wearing fancy clothes being core to your abilities. RPG characters already rely on their magic items to survive their adventures - having a character who literally draws their personal power from magic items is a really cool take on something most people overlook as part and parcel for RPGs. Definitely a strong vote from me for this one.
2. Chosen One (Paladin) - This one is also great thematically. I've always loved the idea of a hero being called to his or her destiny by something greater than themselves. This archetype allows for a character to arise from simple origins, unaware that they had the potential to be a hero within them all along. Notably, I feel this archetype could be universally applied to any class - a familiar could appear to teach spells to a wizard or sorcerer, or to teach music to a bard, or be a conscience to a monk or paladin who is just learning justice. All in all, a cool archetype story-wise without being too powerful or weak gamewise.
3. Courser (Swashbuckler) - This archetype gives the swashbuckler the movement-based abilities it always wanted: running on walls, leaping huge distances, even jumping in midair. I like it mostly because it adapts the base class in ways that make it feel even MORE "swashbucklery," rather than being an archetype that makes major changes to the feel of the base class.
4. Fiend Keeper (Medium) - Haven't gotten to play this one, but thematically I like the idea of a character having something Evil inside that fuels their powers, with the PC having to balance using its powers vs. risking letting the Evil Thing take over. (It's a common trope in fiction, but rarely sees use in tabletop in my experience.)
...That's all for me.