Timeshifted Adventures
Timeshifted Heroes
Ancestry
Starfinder ancestry feats that modify movement speeds and senses might be initially stronger than Pathfinder options, as these abilities often come online at lower levels and are more easily available in Starfinder using armor upgrades, augmentations, and other equipment. You can discuss adjusting these ancestry feats to match the pace of feats from other existing Starfinder ancestries, but be wary of those with physiological disadvantages that are intended to offset their ability to fly or use special senses. The human ancestry is a good benchmark to compare other ancestries to, and to make sure there are no mitigating circumstances beyond these similar feats. Additional bonuses like a Lore skill proficiency can also help offset ancestry and heritage abilities like darkvision that Starfinder characters can get relatively cheaply as an augmentation or armor upgrade. You can also decide to add darkvision and flight to Pathfinder ancestries, choosing to balance the campaign by empowering all the players rather than taking options away.
Background
Class
Class features that refer to specific types of gear, especially runes and firearms, need to be adjusted to fit Starfinder's technology. Pathfinder classes that use technology with a notable failure effect, such as firearms with a chance to misfire, should apply those rules when using that technology with feats or features balanced around that chance of failure. When using firearms, you'll want these especially risky actions to have a chance of a misfire to offset the increased range and magazine capacity of Starfinder weapons. These risks can be ignored when the character is using the equipment with actions available to a character of any other class.
Gear-dependent classes that Craft their own equipment are much more challenging to use with tech items, such as the alchemist and the inventor. While these characters can still function using Pathfinder gear, they might want to use a Starfinder class with the alchemist or inventor archetypes, after they get a taste of more advanced technology. These classes could easily adjust the theme of their key items as tech items without destabilizing the game. For example, an alchemist's bombs could be a type of grenade, and an inventor's innovation could be considered a suit of experimental technological armor.
Classes with similar roles and features might overlap in ways that make players feel less valuable, for example, in the case of a bard playing with a rhythm connection mystic. Likewise, some classes might synergize in unexpected ways, such as bard, commander, and envoy stacking buffs on the same party. Parties with characters using classes that cover similar niches might find themselves struggling in some encounters, like an operative and a rogue being the primary damage dealers against a creature who's immune to precision damage. Be aware of these overlapping niches when designing campaigns and encounters to make sure they are a challenge without being impossible.
Archetypes tend to be more specific and can be more challenging to convert. For example, the eldritch archer could conceivably work with a gun, but it's also possible that certain spell combinations and Starfinder feats might destabilize the archetype in unexpected ways. If players want to choose archetypes like the talisman dabbler that rely on items that don't exist in Starfinder, you will need to convert those items into tech items or use a similar Starfinder equivalent instead. For example, a scroll trickster who got lost in the Dimension of Time and ended up on Absalom Station in the year 325 ag might learn how to use spell gems instead of scrolls for their class abilities.
Deities
Equipment
Feats
Technology has also made some skill feats less useful. The Legendary Linguist feat still has its uses in campaigns exploring uncontacted worlds, but within the Pact Worlds, most PCs can get by through purchasing a translator app and investing in the lower-level Digital Ambassador skill feat. The theme of the campaign should always be considered. For example, players investing in Survival will appreciate being told beforehand that the campaign will likely not include wilderness adventures but might include some interplanar or urban survival.