For me, the single biggest thing is the uniformity of the math. On both the player and GM sides of things, it makes everything run so much smoother. A player can build a character that isn't necessarily the most powerful, but you don't have to worry about being useful. A GM has a lot firmer idea for what is appropriate for any given level now, so adventure design is a lot easier.
I have a very different take on what a magus should be in 2e. I think the real interesting things about the class were a lot of the self buffing abilities like energy damage on their sword. For the new Magus, I think it could be a class with focus powers and at-will abilities, but no actual spells.
Now hear me out here. A lot of the concerns on the class is comparisons to the Fighter/Wizard and the balance there. For more powerful spellcasting, a Magus could instead rely on dedications and built in support for multiclassed spells, allowing way more flexibility in how the class is built. You could have spell-less mystic warriors as well as spellswords for any other traditions.
It's different, but I think it covers a lot of bases here. Also, I just want a mystic warrior without spells.
I want many more advanced weapons. Kusari Gama! I am a little surprised at how many 'soft' weapons have been martial, though. Spiked Chain and Meteor Hammer is a bit unexpected as martial.
I also wouldn't mind some more interesting crossbows. Arbalests or repeating crossbows could be interesting.
A weird choice that we never saw in first edition would be a Pavise. It is a Bowman's shield, designed to be placed down as cover.
While it is often laid out as such, I think that the True Roles™ are as follows;
The Fighter fills the role of Offense. The ability to both deal and take damage.
The Thief fills the role of Utility. The ability to solve problems in non-martial ways.
The Priest fills the role of Support. The ability to heal and bolster allies.
Now normally the Wizard is considered it's own role, but looking at it through this lens places it any all three categories. However, the importance of magic in some systems gives a Wizard his own niche that he might not otherwise have.
I'm not sure that I have a go to class, but I have a go to "style". I gravitate towards Melee Combatants (usually Fighter or Monk) and Pyromancers (which run the gamut in terms of classes).
And, between those two, Pyromancers probably win out. Pyrokineticist, Desert Druid, Fire Wizard, etc. I just like fire.
Honestly, I am happy that they ditched the naming convention with spells. Like a lot of things in D&D, I found that they make the setting feel small. What, this guy is credited with something as simple as an acid arrow? One guy invented big hands?
That, coupled with how they write about the planes and outsiders, just makes all of its cosmology feel like distant countries rather than planes of realities.
I'm okay with iconic characters having an imprint, but it should be something really special, not floating discs and acid arrows.
She didn't specifically create any of the planes. She just got the ball rolling. The Qlippoth, Angels, Axiomites, and Proteans coalesced into existence and the gods that spawned from there went on to refine the rest of the multiverse. As usual, Pharasma played a very passive role. You can read this stuff in Concordance of Rivalsm
I think the Cowboy Bebop and the Outlaw Star are good things to look into. The Outlaw Star comes with a rather unique issue, however. It has robotic arms built for grappling other ships. Now I can dream that we get this in the upcoming book, but for now it is a dream. The Cowboy Bebop is rather easy on the other hand.
Ooh, I got something for this! I tracked down a pretty good website for generating calenders in Golarion.
It can be configured with all sorts of options and includes lunar cycles and holidays. I even made a PDF of the year 4719 for running a game.
One thing I like about the backgrounds is that it is a good way to round out your character. If your character comes from humble origins, it can give you some interesting an unexpected skills. Take, for instance, one of my standby characters "Iron Redd". He is a big raging brawler who is ruthless and hedonistic. However, he comes from a noble background. I rluse that background and it gives my character some unexpected abilities that still make sense. This big, often shirtless brute and surprisingly fit in among the Gentry.
When I am unsure about what to do with my character, it gives me ideas and lays out some abilities and skills I would otherwise not consider.
“Why do you think Sarenrae is good aligned? She opened the Pit of Gormuz and left it open just so the Tarrasque and his brethren could escape. That means she’s clearly evil.”
All the info we have on the Pit of Gormuz is that it's creation is a mistake that Sarenrae deeply regrets. This text is not just "rumors about town" but actual Canon. So unless we believe that the text is actively lying to us, we know that she is not happy about how things turned out. In that case, she would fix it if she had the ability. The reason isn't as explicitly stated, but there is an implication that there is a good reason it hasn't been fixed.
I think if we get some dedicated rules to retraining your class will be a lot better than what PF1 has. The multiclass/level system was janky and created far more failures than successes.
A little bit if an aside, but my favorite example if a character taking on a "new ckass" in fiction is Guts from Berserk. He began is career as a Fighter with a specialization in heavy armor and an oversized sword. Later, he "takes levels in Barbarian."
In PF1, this works out okay. Transitioning to the barbarian class means he maintains the same BAB, so all is good. Needs an archetype for armored barbarian, but we got that.
In PF2, I feel like this works out even better. He takes on a barbarian dedication, but still increases in his superior sword fighting and tactics. Doesn't need any special Barb options either and works right out of the gate.
"Pierrot le Fou" would make for an interesting scenario. Running across this nigh invincible warrior and having to find his weakness before he kills you. If you are keen, you can split the party and have some characters learn about his past while others fight him, or you can interpolate the discoveries inbetween attacks.
People don't even realize they are describing something from the Adventure Zone.
One thing that no one has brought up is an official move to new names for a lot of things.
They did so for a combination of reasons, as I understand it. Some were for removing stuff focused on an outsider's perspective. Others have to do with IP and wanting to get out from under the D&D terminology. Not to mention that Aboleth and Kytons were expanded out into such bigger and more detailed things than D&D did.
I began my tabletop gaming career with 4th edition playing with some of my friends. Some of these friends pulled me into a group of Shadowrun, but I still expressed interest in the now defunct 4e game. Seeing me really interested in building characters, he naturally recommended PF. I didn't pick it up until someone began running Pathfinder and I instantly fell in love.
Dhampir: morphing into a white wolf, supreme mad skillz with their family swords, BALLS OF FIRE (balls), over-the-top synth/orchestra playing whenever they enter combat...
Sitting in chairs more stylishly...
On topic, I hope there are a few bloodline specific stuff for the scions. Fire powers for Peri-kin or whips and chains for Kyton-kin and so on.
My house rules got pretty expansive, but the favorites were automatic bonus progression (from Unchained) and the condensing of core feats. Most of the problem child feats are really all in the corebook, with a handful in the APG. Condensing some feat lines and removing some feats makes for a much better character building experience.
Cowboy Bebop is basically how I want any crew to look. And working job to job in the solar system is just a fun way to run a more episodic campaign.
Outlaw Star and Trigun were also mentioned above. It is hard to not pull the western themes into Starfinder for me. I think it is why I like Akiton as a focal point for adventures.