Man those weapons that can drop from map encounters do look cool... but what if your character specializes in a certain weapon that doesnt have cool artifacts for it? How do you handle it on a blind playthrough? Because this pathfinder system sure as hell has a LOT of options
So far there aren't weapons which do not have cool artifacts for it. For example traders alone in chapter 3: old trader guy (weapons armor stuff) smith (weapons some armor) exotic weapons trader and unique Mythic trader (for me it's necromancy items) and there are some returning traders and your companion and traders in locations (depends on c&c at least one). Finally there is now magic weapon, magic weapon greater, align weapon (good evil etc) spell, and so on.
The problem of weapon spec itself however does exist, you get all the toys but many companions are set in what they're supposed to be using, and feats of course. You may want to throw Arushalay something else but long bow, or you can pick mythic feat and make her longbow x4 crit.
For some customisation, early party is recommended: Seelah & Wenduag for example start as hybrid viable and can become anything you want. If you are yourself a fighter that's 3 custom characters to try out the weapons through the game.
The good part, of course, has its own flaw: most of the items are just mindless "on hit this happens" instruments. There are of course cool artifacts and stuff, but this sort of "everyone is taken care of" approach with
hundreds of magic items takes all romantic part of magical items out completely. They have no cool descriptions, story, placement (what is 2 handed orc axe doing behind some succubus boss in some microlocation?) and that just leaves you with routine checkups on everything to see what's the most effective buy at the moment.
Remember when I said that coolest weapon in PKM was acid two-handed axe, because of how and when you find it? It's not that there aren't any cool weapons to find now, but for every one there exists dozens of mechanical artifacts made to fill the gaps in game's bloated weapon type system, and so you just don't feel that anything is very special or any particular sense of discovery or accomplishment.
Hard seems around +8 AC compared to Core Rules. Normal is /2 of Hard. Most enemies on Chapter 3 on Hard is ~40 AC, although there are funny exceptions like barbarian chargers.
Highest monster difficulty increases it to 50. So for example, Normal or Normal+ insect demon with scorpion tail in sun lady location will have 25-27 AC on Normal, 40 on Hard, and 50 with enemy strength: max slider.
I am not sure why even have this "strongest strong option", because due to universal 25+ SR on all enemies and, often, saving throws in 20+, it would just turn into touch attacks or winning initiative, or whatever. I guess it's there for the lulz of the author.
ATM with Arushalae, I'm at about +35-40 AB when fully set up. Also, compared to PKM's Unfair, there is not that much increase in damage itself. You don't get crit for hundreds of damage. Instead, enemies now seem to have more powerful builds and abilities, or more attacks. There should also be more monsters, but I don't know if it works. So, on average, WOTR is more "fair" while being very demanding to stacking all your modifiers.
But this is the problem with these sort of difficulty modes. Even on "standard" hardest difficulty, your choices are but a fraction of what you should be able to do in this system - mostly non-SR debuffs/cc, summons, and stacking modifiers. Beating enemy AC while having whole party of characters is easy, but beating enemy saves/SR/immunities and utilising any sort of tricky magic requires a lot more trouble than it's really worth: you can one-shot some dumb idiots or bears even with Nenio, but for the most part, there is no reason to change The Winning Formula of prebuffing and rushing.
Well, maybe on higher levels your spells will begin outgrow enemy SR which seems to be consistent, and you'll begin to stack more shit or whatever, and I haven't tried a specialized main character build yet (and I also think stacking everything for 1 school/spell is not how vancian idea is supposed to work, idea is to choose different spells for different challenges). Instead my shamanlich just bonks enemies with +ab per dead enemy staff with same effectiviness as fullbab Regill.