I think juton has a pretty solid point there actually - they "fixed" some of the things that are strong at a low level of optimization, and didn't do much to change the stuff that is more advanced. Scry did get a bit of a nerf though, since it no longer gives familiarity for teleport, which in turn hinders scry+die, a fairly advanced tactic
But I agree with the overall sentiment.
I don't think that Paizo is actively trying to discourage more creative builds. It's easier to make a dex-based fighter with Paizo, or to make a shield-bashing fighter. Clerics don't need to swap out as many combat spells for healing because channel energy gives them some auto-healing slack. You could probably build a paladin healer-type more effectively now. Sorcerer bloodlines can lead to some wacky builds, like an aberrant bloodline sorcerer focused on touch spells. My barbarian uses the new rage powers to make bull rushing an effective tactic for every combat (theoretically - he needs a few levels before I'll see it in action). The changes to the PrCs means that you can have a CL 17/BAB +17 gish in a core PF game now, and the duelist makes for a strong skirmisher-style melee fighter now. This is all off the top of my head, obviously - but I think overall you can have more creative builds, not less, with PF than with core 3.5.
Unbeliever, I'll try and give my best shot at your concerns a few posts ago.
Martial concepts coming together: I think it depends on the concept, actually. My ftr/barbarian build comes fully into its main schtick at 6th, and my rogue at 4th. If you don't use any of the "Split" feats, then you should naturally finish the concept before 3.5 does because of faster feat acquisition (hence the speedy rogue compared to the ftr/barbarian). If you use 1 split feat, you'll be equal at 7th instead of 6th, and if you use two of the split feats, then it's 11th instead of 9th (before considering bonus feats, etc). On the other hand, 8 feats at 15th vs. 6 feats at 15th is a solid boost for most characters. The main part where I think they could have improved is that the critical-based feats are all clustered at BAB +11 to BAB +17 or so, which means that a crit-focused build has few useful feats early on, and then a glut of them all at once. I would have made critical focus a +4 BAB feat, and maybe some of the weaker ones like sickening critical +6 BAB or so.
Power attack and combat expertise: I think part of the reason was to speed up gameplay and to reduce metagaming the opponent's AC vs. your optimal # to attack. And also to nerf them - considering that as a DM I have to roughly double or triple most monster's HPs in my 12th level game because I have 4 decently optimized PCs using Power Attack every round, I certainly understand the idea behind making it weaker. If I were to implement it in that campaign, it would speed up combat a
lot, and the PCs would be admittedly less lethal
CMB: I haven't used it enough in gameplay to have a solid opinion yet, sorry. From what I've seen, the maneuver-crazy monk in 1 of my groups has done very well by it, since bonuses to attack also apply to CMB, and we tend to have lots of buffs, flanking, etc. Reduced size bonuses also helps to compensate, since that was one of the things that made it very difficult to use such maneuvers against monster in 3.5 without specific size-bonus based builds like psychic warrior or half-ogre.
Anyhow, here's most of what I like about PF.
-As mentioned, I like the setting and the art, as well as their modules. Not gameplay-specific, but it's a big draw for me, enough that I tend to overlook some of the more annoying mechanics because the non-mechanical parts are compelling.
-Changed favored class from a limit to a free boost if you stay single-class. I always ran games without FC, but I like this better.
-Skills changes were just about right IMO. Makes multi-classing much less painful, and it's effectively extra skill points for a lot of classes, which I think the game benefits from
-No more exp losses for crafting or spells. As a DM, I dislike seeing my PCs advance at different rates, and as a PC I hate losing experience, so this was a bonus IMO. Adding a feat that allows non-spellcasters to craft was another good idea.
-I like the standardized CMB, since it has sped up fights slightly so far. Once the other PCs get more accustomed to it, game speed should improve even more.
-I approve of the druid and cleric nerfs, and of boosts to pretty much every other class. I also like that most classes have solid goodies after 8th, to keep them on par with most PrCs. In particular, I think the sorcerer bloodlines help to distinguish it from the wizard and give some decent boosts to encourage sorcerers to stay in their class. Likewise, the new paths for specialist wizards helps to distinguish them more - I especially like the conjurer abilities (though diviner is probably strongest). Basically, gaining new abilities every level is a good thing for sheer fun, even if the benefits are small.
-Some of the new PrCs, like the Duelist or the Harrower, are very cool mechanics-wise and pretty strong.
-Most of the spell nerfs were a good idea IMO. They hit the mid-level spells hard enough that I think most games probably won't start to break until around 15th level, instead of 7th-9th or so in 3.5. Obviously this depends on groups though, and this is just theory on my part.
-I think a lot of the new feats were a good idea. Agile maneuvers, Lunge, vital strike, step up, shield slam/master, and a lot of others were well done.
As most people here have pointed out, the game breaks when PCs don't respect each other and the DM enough to refrain from breaking it. Paizo doesn't really change that, except to maybe push it back a few levels at best. But most of the changes I've seen have made the game more fun, and the ones that don't really work out are easy enough to house-rule IMO. If one of my PCs chooses to play a bard, I'll give him Extra Music as a bonus feat, for example, and I'll keep poisons as they were in 3.5. Almost nobody plays 3.5 without house-rules, so it's pretty silly to think that PF would somehow perfectly fit everyone's styles.
It's easy enough to dismiss PF as a collection of house-rules, but considering that Pathfinder is going to be the only real source of future modules (and good ones to boot!) and sourcebooks for "3.5", I'd really like to see it succeed, so that it doesn't eventually die off like 2E pretty much has. I still play in a 2E game, but seriously - there will never be any new material for it other than homebrew.