The controversial part about Oracle is that the Remaster stripped a lot of the incidental flavor away from it while making it stronger.
Pre-Remaster Oracle suffered a bit as a class, though "suffered a bit" still means "perfectly playable" due to PF2E balance standards.
Post-Remaster Oracle lacks stuff such as a Tempest Oracle creating a aura that puts out fires, then hinders all ranged attacks, then creates difficult terrain - it now no longer affects fires around you at all, only hinders your ranged attacks, and eventually slows you down, which is arguably lacking in the "there are powerful winds whipping around me" department.
That being said, you can still play Pre-Remaster Oracle just fine if you prefer.
Or for basically all the Mysteries/Curses, you can add the flavor back in at the cost of about 1 feat:
- Tempest: putting out non-magical fires is basically a ribbon ability. Imposing a -2 circumstance penalty to enemy attack rolls is worth about a feat if it's conditional, which having a curse active is. The difficult terrain at major curse would arguably be another feat, though also given that it'd only kick in at level 17 anyhow, it won't affect things too much.
- Ancestors got majorly changed, and the issue with the old one was that it was random. I don't like evaluating random things, so I'll leave it for now.
- Battle can easily gain a feat that just grants heavy armor proficiency and scaling proficiency in one weapon group, that's just a normal feat. Alternatively, you have it grant the armor proficiency, and have it grant a variant of the Animist Vessel Spell Embodiment of Battle rather than the focus spell it already gets - the spell grants weapon proficiency, Reactive Strike, and a scaling status bonus to attack and damage rolls. I can even see keeping the auto-sustain on hit for it.
- Bones arguably kept most of it's flavor, IMO at least
- Cosmos can easily get "you only weigh half as much, you only take half as much damage from falls, and you gain the effects of the Powerful Leap and Quick Jump skill feats" as a Mystery-specific feat that is conditional upon the cursebound condition, or even one that is always on.
- Fire arguably kept most of it's flavor
- Life arguably kept most of it's flavor
- Lore definetly kept it's flavor and function
Granted, "it requires homebrew" is not necessarily the best answer to things, even where the homebrew is based on already existing rules.
As for Hunter - it depends entirely on what you want?
If you want Teamwork Feats, there probably never will be Teamwork Feats in the PF 1E sense, since 2E already assumes you to work as a team, and for such feats to be worthwhile they'd have to be numerically superior and thus break the balance. What you do already have is ways to heavily help with said teamwork, if you want that.
If you want a Martial class with an Animal Companion and Spellcasting, you can either take a Spellcasting Archetype on the Ranger, or the Rivethun Involutionist Archetype, or just both the Beastmaster and a Spellcasting Archetype on any martial class.