Some general impressions how how the game looks to me and a few of my regular players. As is our tradition, we'll start with the bad.
1. Ancestries don't feel good. It seems like Paizo had two goals going into this "make races less front-loaded" and "make racial options". What seems to have come out of that system is largely "take the options you had right away and spread them out". This is really aparaent when you compare feats that replicate old features to new creations. Getting a reaction bonus to certain saves at the cost of a large resonance penalty (that locks you out of magic items until 4th level if you don't bump your cha) seems really bad compared to an elf's ability to just have an arcane spell from jump.
2. Half-Elves/Orcs double this problem. This is my biggest complaint about this book. From a legacy standpoint, it was a bad idea. The actual half-elf/orc feat isn't great from a design point of view (low vision, an RP option, a skill and a buff) as it really feels like an RP penalty to take (I'm a half-elf raised by elves? Guess I'll just take the RP option in place of something usable). Maybe if Orc were a core race alongside the others, it wouldn't seem as bad but as its it looks like there's even less options.
3. The PDF character sheet has that background. It's a pain. I get having it in the book, but make one free of it for people who don't want to fiddle with settings. It'd be a nice quality of life change.
4. Reaction bloat. While I like the increased focus on reactions in the game, I feel like Paizo went crazy with it. Classes like Paladins really suffer from just having too many reactions. Many of these don't scale well (+2 to saves is neat, but boring past early levels). If you don't want to back those into the class's math, rerolls matter more throughout the game, giving your choices more impact and rewards players for taking the ability rather than the Paladin wondering if he needs the save buff before he rolls rather than having the ability to get literal divine intervention after failing. Fighters also seem to suffer from the same problem to an extent, juggling multiple options.
5. The word "Feat". Maybe call class options something different, talent or something. I get the logic, but reading the small print class chart where 30% of the words seem to be "feat" gets old quickly.
Good News
1. Modular class design works. The class feat system works to bake in a path to replicate what were archetypes right into the class, leaving that design space open for universal archetypes, which seem like a neat idea. Even having branching paths like Druid being able to take lesser versions of the other option's abilities provides a lot of versatility to a character.
2. Spell points make for an elegant system (but might need a better name). Having played a lot of classes with "pool" mechanics or uses per day in some combination or another, having that boil down to one resource pool evens things out nicely. It does feel a bit less powerful than 1E, but I haven't spent enough time with it. Only criticism is that "spell points" aren't used to cast spells, they're used to activate powers. So...maybe work on that.
3. Anathemas (should replace alignments). They need some work to allow a wider range of narrative options, but for a playtest I'll take what we're given. Every GM playing a game with an alignment system has had arguments over alignment. You could replace the "lawful good" requirement for Paladin with just "this is your code, this is your gods' anathema. Behave yourself" and you create the same concept without shackling it to an old idea. They're specific enough to matter and lay out consequences clearly.
Ugly.
This is really one minor thing. It'd be nice to have had a blog post or something saying what's been removed. There's been a lot of questions regarding arcane spell failure and oversized weapons that don't seem clearly addressed by the book. Whatever is in the final book, a blog post or document saying "these common assumptions are things you should not assume" would be helpful for many of us. Pathfinder is essentially running an 18 year old engine, its easy to assume. Clarifications help.