I have a problem with a few of the PF2 rules.
1) What is the value of a craftsman's skill if an item can be made by providing its full value in material? If the problem is that it is too easy to craft magic items, the solution is to decrease the GP (or SP) value of a craftsman's daily work. In addition, scenarios should be designed such that the PCs don't have weeks to sit around and fabricate magic items.
2) I completely disagree with the use of Perception "Usually" for Initiative. Initiative is one's ability to get one's body to do what needs to be done. Therefore, it should be DEX based, not WIS based. Similarly, while Stealth may get a PC into position to attack and may prevent a foe from reacting to the PC, it does not determine when the PC will attack.
3) In the second installment of the playtest, there comes a point when the PCs need to cross a stream. Apparently, the rules require that a mounted PC must roll Handle Animal and then Command Animal each round. A distinction needs to be made between untamed and trained animals. An animal trained to carry passengers shouldn't need to be commanded every round. I can understand that in a situation like crossing a stream, Handle Animal checks would be needed every round as the PC guides the animal, but once given the command to advance,the animal shouldn't need to be re-commanded, just guided.
4) The Skill Feats and General Feats are way too limited. For instance, there are no Tumbling feats for Acrobatics and no throwing feats for Athletics. I'm not talking about throwing a weapon, but about tossing a grappling hook so that it lands where it is supposed to land and does so silently, of lassoing a tree branch or a post.