The thing about PF2 is that it's few actual decisions with low impact. Because you have a few things you don't really think about doing. If you are built to do Power Attack, then every turn you're NOT doing Power Attack means you're contributing severely less than you should. If you're built to Demoralize, then you'd better do it at least once per turn until you can't. Spellcasters have several good options, but very few of them are gonna be simultaneously good inside a single combat.
To my experience of two+ years playing PF2, it isn't really more tactical than any D&D edition but 5e - and even then only because 5e is so eager to let you win that you don't need tactics until the fight is well into Deadly x ? range.