I bought myself a Plasticity Indie license for Xmass last year. I'm still not really proficient because my main driver (Designspark Mechanical) is also a direct modeller and the UIs are similar enough but still different enough that it gets a bit confusing

. The UI is based heavily on keyboard shortcuts, which is not really my preference, but the payback is that once you're good at it, it sort of becomes invisible from the cognitive path between idea and drawing.
Some ops are very quick/nice and it has a way of keeping the right objects selected such that you can chain commands together. Eg you might have a circular plate and a smaller cylinder ... then clickity-click, plate now has six holes in a rotary pattern.
If you do go ahead with the trial, you need to forget your F360 experience, get used to nuking your sketches etc. Also, before you start the trial, I would recommend listing out the things you want to do with it and try and find some youtubes that walk you through them, so you are reasonably primed before you start.
The Pixel Fondu youtube channels shows what it can do, but IMO runs too fast to learn from. The Learn Everything About Design, 3D to 2D, and Take Refuge 3D channels have more paced tutorials.
It's good software, and it's evolving at a very rapid pace. The lead dev is on the forums and takes suggestions on board. Sometimes if a user suggestion is good enough it will be in the beta within days and fully implemented by the next version which drops every 4-6 months. That's one of the reasons I bought my license - it's the sort of project that rewards its supporters.