Fighter
https://docs.google.com/document/d/1TGEeHGpSCJZMauV7J3SzSiAzx0OGFMWltgBP1BurkJM/edit#heading=h.ysteybkxwhw9 https://rpgbot.net/p2/characters/classes/fighter/
Ability Scores
STR > CON > WIS > DEX/INT/CHA
Some things to think about here, INT is important for your skills. Fighters only get 4 skills through their class (and two their background), so bumping up your INT helps your usefulness outside of combat considerably.
I don't like CHA on Fighters. Champions, Rogues, and Swashbucklers are better options for Intimidation builds.
The Fighter can basically back up (or fill) a secondary stat for the party. If you don't have a face? Pick up some Charisma (CHA).. Need a Scout? Grab some dexterity (DEX).
In most cases for DEX, grabbing more than one bonus in DEX is a waste (you never want more than 12 and you can get by with 10 or less). It's completely worthless once you have access to Full Plate, so unless you're providing the party access to Thievery (in this case, you should be playing a ranged Fighter), you'll want to dump DEX.
Class Feats
Sudden Charge (1st Level) - This is close to essential for me. Fighters with heavy armor are limited to 20 speed but Sudden Charge effectively gives them 40 speed since most of the times you're planning on moving, you're hoping to attack anyways.
Intimidating Strike (2nd Level) - Intimidating Strike is main reason I don't like CHA on Fighters, this replaces Demoralize outright (in terms of effectiveness and efficiency... you don't need to make an Intimidation check and creatures are not immune to it after one attempt).
Knockdown (4th Level) - Two actions to attack and trip without MAP, it's likely your most efficient way to trigger Attacks of Opportunity (AoO) by forcing enemies to get up on their turn.
General Feats
Untrained Improvisation (3rd Level) - Pick this up by level 7 but it's probably okay at level 3. This works reasonably well with the Combat Assessment (1) class feat, especially if you didn't dump INT. Intimidation, Stealth, and the useful parts of Acrobats don't require training to take most of their actions.
Don't take...
Incredible Initiative (1) - Battlefield Surveyor (7) gives you this feat on Perception checks for free. If you find yourself rolling other skills often, then it might still be worth it.
Skills
If you've dumped INT, you only get two skills outside of your Background and either Athletics or Acrobatics.
Athletics > Medicine
Picking up Assurance (Medicine) makes Treat Wounds really good for the Fighter and effectively guarantees a success at level 3.
Pick up Deception (Feint) and Thievery (Pick a Lock) for their respective trained-only actions
Skill Feats
Medicine Package: Assurance (Medicine), Battle Medicine, Risky Surgery, Ward Medic
Society: Multilingual
Trick Magic Item (1) - You should have a reasonable WIS score, so picking up Nature or Religion for this lets you use wands or scrolls.
Dubious Knowledge (1) - Another feat that works perfectly with Combat Assessment (1), Fighters aren't expected to succeed on their Recall Knowledge checks but this ensures that you'll get some information from those failed checks.
Additional Lore (1) - Another way to shore up your lack of skills as a Fighter, the fact that this scales with your level makes it good if you have a GM that works with lore.
Ancestries
Backgrounds
You're looking for ways to get primary stat (either STR or DEX) and CON here but can substitute WIS for the right feats.
Barber (DEX or WIS, Medicine/Surgery Lore, Risky Surgery) - Probably one of the best options for a DEX Fighter and still does fine for a STR.