Regarding a community house rules collection, I feel like that just exacerbates the underlying problem. As I see it, the system as it exists today is very fragile, if you can even call it a system -- it has different logic in play in different sections. It's not something you can houserule your way out of, nor just errata your way out of. Everything you "fix" breaks something else. Every fix I've seen proposed has this result. You can't pull out Edge and AR/DR you have rewrite the whole combat system. You can't just add more modifiers, you break the Edge system. You can't shuffle thresholds very far, you break something else, etc etc. I say this because I've tried to "fix it" and this is what happens, every time. The enormity of it quickly outweighs any enthusiasm my inner rules nerd might have. Moreover, I shouldn't need to do that.
I'm not saying the concepts couldn't work, and I've never meant to imply that with my advocating for a rewrite. However, this book is at beta stage at best. It's just too wobbly to work with. With it's current state, any given fix creates a need to adjust something else. Strength in the damage calcs is good example. It seems easy, but then you try it and not so much. Then what of armor? Well now you have to adjust damage again. Etc Etc. The endeavor quickly balloons out past something you can reasonably propose to be a simple thing. A community collection of fixes, while interesting and perhaps informative in the longer haul, would seem to just generate a larger proportion of "unfixes" for each proposed "fix", leaving tables even more vexed than they are today. I feel like it would be destabilizing as a general outcome more than helping. The underlying issues are too large.
The issues I have with the idea of a community house rules "database":
1. I play in a Pathfinder game. The only "house rule" we use is deciding which books to use. We don't need to go to a website and find the accumulated rules of hundreds to thousands of other players.
2. House rules should enhance the game, not "fix" it. Mods to Skyrim didn't "fix" the game - it was pretty damned fun as is. They improved it / changed the experience.
Catalyst could have found NO SHORTAGE of people willing to play test the game outside of their staff. I can assure you, if you had showed up at several game conventions with drafts alone you could have heard a lot of feedback. Not to mention taking the Paizo route, and releasing their rule system in PDF for free during playtesting.
I barely played before 5th edition (I think I played a single 4th edition game), but was always fascinated by the setting. I loved that first session I was in. My wife and I made 5th edition characters and we constantly play at conventions because there are no local games.
The idea of going to conventions and being in a "play 6th or don't play at all" is unappealing, especially considering that the Edge mechanic is the exact kind of thing that will drive both of us nuts.