Vote for your adventure...
Here's my opinion on the matter.
Games take time to launch (We have three completed characters out of the seven applicants) and then run anywhere from 6 months to several years. How about we revisit the next "module" adventure to head towards after we've successfully played through 80% of the current adventure.
My experience as a GM is I'll lose 1-2 players within a month, then someone will attempt to cling on as a student but fail once school is back in session (And be profusely apologetic about it). And for whatever reason, that 50% attrition can spiral into game death if not mitigated with aggressive replacement of said players to take up existing characters or swap in new characters.
That's my long-winded method of saying: Let's not be planning for something that won't happen till closer to June (If we're lucky) and assuming we still have a solid core of players willing to slog forward.
(I'm happy the enthusiasm level is high)
Sound fair?
Also, skewed encounters? Yeesh. I've been reading through the module and the author(s) really loved to exclude any other outcome other than combat as a valid means of accomplishing tasks... I'll be honest. Combat is iffy at best (one lucky blow can drop anyone) unless you guys are "kill them all!" I'm not opposed to diplomacy, and creative methods to not have to fight everything you come across...