As a GM I think the crafting chassis in PF2e is a huge improvement. Sure, there are some nuances involved that means a player would have to trust the GM to make crafting worthwhile. It’s true a lot of GMs may hand wave item availability or downtime income in ways that would make crafting utterly useless, but that kind of table variance isn’t the fault of the crafting rules themselves.
My only gripe is that crafting is still keyed entirely off of Int. They really should have taken the opportunity to break that stranglehold. If they keyed different aspects of crafting to different attributes (like Dex for progress per hour or day and Con for hours per day), and rolled in some Dynamic crafting rules (I thought those were cool) and some complexity DC adjustments, crafting could have been perfect.
Truthfully, I don’t really expect them to make crafting compelling. For now I’m just satisfied PF2e is not horribly broken like PF1 is.