When evaluating a gaming product I ask one question.
"Can I use this in my campaign?"
With Advanced Archetypes, I can say yes. There are several archetypes in the book that I feel I can steer players to with confidence. And others I can use to surprise players who believe they already know an NPC's abilities based on their class.
I am fond of the Avatar archetype for Cleric because it makes use of deific obedience - in my opinion, the obedience feats are one of the most unique and delightful aspects of Pathfinder. They make religion feel like more than a choice of alignment and domains.
The Far Hand Adept takes one of my favorite ideas - building a character around a single, often overlooked ability - and running with it. Specifically, it turns the Far Hand spell into telekinetic combat.
The Spellscorn Fighter resembles the Templars of Dragon Age (without the drug addiction).
The Wild Experimenter turns bombs into wild magic. As a fan of the rod (formerly wand) of wonder, I approve.
There are some opportunities that I feel could have been better exploited. For example, I believe the Sanctified Sorcerer could have used their bloodline to better commune with a deity and make use of obediences and boons while the Monster Chronicler Investigator could have done something neat with allowing harvested monster parts to enhance extracts, bombs and mutagens but didn't.
Overall, I recommend this as a fantastic source of easy to use archetypes all in one place.