High Jump's critical failure needs to be removed. It is too slapstick, and a low-level character has a terribly high chance of falling flat on their face whenever they attempt to leap vertically.
Trip's critical success really needs to scale; 1d6 damage will hardly be noticeable in mid-level combat, let alone high-level combat.
Disarming seems wholly useless in Pathfinder 2e. You need a free hand (or possibly a disarming weapon?), you require a critical success to actually disarm the opponent, and even then, a critical success simply has the item drop in the opponent's space. Why would anyone bother with this?