Looks pretty cool. I figured you'd go for an axe for your offhand, but I can definitely see the advantages of the clan dagger's Parry and Versatile Blugeoning abilities.
Couple of corrections, tho. Untrained proficiency is level - 2, so your untrained skills should have a -1 modifier instead of 0. Finesse weapons like your sorcerer's dragon claws can use Dex for attack, but they still use Strength for damage. And as far as I know, ranged touch attack spells still use Dex like other ranged attacks (if you've spotted a rule that says otherwise, please let me know). Also, you forgot to add a bonus to your halfling's Intimidation skill for being trained.
I have no idea if lore is useful and the book doesn't give examples of lore skills if I want to train in more
Lore is kind of a catch-all miscellaneous category for whatever you might want your character to be good at that the existing skills don't cover, kind of like Profession in the previous edition. Each of the Backgrounds has a different Lore attached, some of which seem more useful than others. You can also roll Lore during downtime to try and find work and make money in that particular field, which again, seems more practical with some than with others.
(Every Lore example I can find: <insert deity here> Lore, Circus Lore, Animal Lore, Smithing Lore, Underworld Lore, Entertainment Lore, Farming Lore, Gladiatorial Lore, Hunting Lore, Labor Lore, Mercantile Lore, Nobility Lore, <insert terrain here> Lore, Sailing Lore, Academia Lore, Scouting Lore, Warfare Lore, Military Lore (aren't those the same thing?), Vampire Lore, Planar Lore, Ancient Osirion Lore, Esoteric Order Lore, Criminal Lore (how is that different from Underworld?), Dominion of the Black Lore, Pathfinder Society Lore.)
So yeah, just pick something that you think will be fun.
The way spellcasters choose an archtype at level 1 that decides a bunch of features is irritating. Especially since this decides your spell power
That's not new for this edition. Clerics have gotten to choose domains which grant them new powers and spells since 3E, and PF1 let wizards do the same with their choice of Arcane School (previously all it gave them was +1 to spell DCs with that school of magic in exchange for being terrible at two others) and sorcerers with their choice of bloodline. Letting sorcerer bloodline also decide your spell list instead of always being arcane is new, tho. (Not a lot of bloodlines to choose from in the Playtest, compared to the PF1 core book.)
Sorcerers get 5+int skill points and wizards get 2+int, meaning at first level the typical wizard only has 1 extra skill over the dumber sorcerer
Sorcerers have always gotten more skills than wizards (not accounting for Int). Less magical versatility, more mundane versatility. Less time spent studying ancient tomes, more time getting hands on.
What pisses me off is that they have more skills than fighters, monks and barbarians, who have no magic and are all about the hands-on experience, and the same as rangers, which is supposed to be a skill-monkey class in its own right.
Despite this being the more crunchy game, I feel like my level 1 choices are way more meaningful in 5e instead of p2.
One of my big disappointments with it is that the character options feel really constrained, making every member of a class stay within their basic little archetype niche and limiting access to combat feats to certain classes. PF1 gave a lot more freedom of choice in character creation.
A lot of your other complaints are ones I'm hearing quite a bit and agree with. They've already said that they're probably going to change how signature skills work because they were so poorly received.
Honestly, I feel that more magic items is how they get more versatility. A high climb skill is nice, up until the wizard gets fly and then its completely outclassed, etc.
Have the fighters be decked out like an old god. Boots of flight, belt to double your strength, hammers that shoot lightning, bracers that let you phase etc.
Basically if they have magic items they can trade out they get a smaller pool of magic which they can cast more often.
Huh. Hadn't thought of it that way before, but I guess that's one way to do it.
Personally, I'd rather move away from item dependence and let the martials just be able to do awesome wuxia shit, which is what we thought PF2's Legendary skills were going to be like.