Alright. I've read through all the entries and many of the comments and I find it interesting that the judges seem to be generally leaving negative feedback, with only a couple recommending entries forward and the expected differences of opinion. My group got together and played through several of the encounters, yours included, and I'm basing my comments on what we experienced.
I'm a huge fan of everything you've done thus far and really think you deserve to win. While this entry wasn't your best (the twisted-fae is my favorite), it's still well thought out and capably executed. I've seen enough experienced professionals produce crap to say that if this is the worst you're going to do, you're Gary reborn.
1st- The visual element. While not as ornate as many battle maps I've seen, I do appreciate the clear-cut, understandable layout. The use of numbers, the map key, and everything are extremely well done and my group had no problem understanding everything once the encounter was over and it was revealed. My DM, the god of battle maps himself, is used to more ornate maps, but appreciated the ease of use and accessibility your map offers - not every DM is experienced enough to handle some of the more complex maps presented by others.
2nd- The set up- I LOVE revolutions/insurgencies and the plot- the PCs working with the rebellion- immediately had my attention. It's great, adds some confusion to the fight and honestly you had my support on the spot. It's a variations from the standard "Go here, collect this, kill these, return" hack-and-slash dungeon crawl that requires a great deal of intelligence and role-playing and I'm impressed by your utilizing this. It may not appeal to everyone, but to history/warfare buffs/professionals, its a big draw.
3rd- The bad guys- I really enjoy your monsters and the unique twist you seem to bring to the table, and the Baron in this is another example of such. I play a well-dressed wizard who is of minor noble blood and was targeted by the Baron, which confused me as the larger threat was arguably our Cleric. Afterwards the reason for this was made clear, but to experienced gamers throwing a twist like that keeps the game interesting (come'on, who hasn't slaughtered at least 50 ghosts on here? If you don't make them unique, they're boring), and for new gamers it keeps the game full of wonder and excitement (remember way back before we all had memorized the Monster Manual?). So, major points on that. The confusion caused- the two ladies arrive, ruffians in pursuit of them, the PCs in pursuit of ruffians, ghosts already there and generally hating everyone- was genius. In our play-through we were confused, I was for pulling back, others for destroying everything and the paranoid cleric who thought our friends were witches who summoned the ghosts and demanded we burn them immediately. Cue Monty Python Witch scene. The deliberate confusion to the PCs played out brilliantly, making what could have been a much easier encounter and making it more difficult by far. Our DM had no problems running the bad guys and keeping track of everything. So, props there as well.
4th- How it played out. Most importantly we, the PCs, won. That's always a plus. What makes it better is that it wasn't an easy victory, and we were still paranoid and frightened at the end, searching the grounds for more monsters, jumping at anything, etc. The fight was exciting and one of the best I've played through in a long time.
5th- Criticisms- The map could have been larger, though I'm assuming out buildings were totally burned down in the fire it would have been good to leave the foundations of them around, and expand the main buildings a bit. Still, I don't have as many issues with the size as some of the others.
There were editing problems, though as someone who has played through Gary's "Hall of Many Panes," I'm used to far worse from the creator himself, so it's not a huge deal.
The variant Ghost should have probably been a higher CR, though since it engages the ruffians as well the sheer opposition to it makes it easier than if it had been a standard ghost fighting a standard party, and as this variant is significantly weaker than a standard ghost, I can see lowering the CR to a 3 or 4.
6th- Summary- While there were some slight issues with this encounter, I believe that when its actually played through those problems are completely redeemed by the talent you've continued to exhibit throughout this contest. The twists, ingenuity, design and overall conception make this one of my favorite entries. When considered with the other amazing ideas you've brought to the table which have kept you consistently in the top (according to comments at least), I can tell you have a tremendous amount to offer Paizo and it would be a shame if you were not hired.
I strongly recommend this entry.