After running and playing in this module I found that it was inappropriately deadly, particularly for first level characters.
One encounter was literally and thematically opaque to the degree that players could not reasonably find the solution to the problem, and PCs were being one-shotted.
In both games I participated in the only reason the players were able to survive was due to very large table size, giving enough targets for one or two players to be able to eventually have the time to solve the issue. If these had been a standard four person party they would have resulted in TPKs.
That just isn't right, especially for a low level module.
The other big problem, which seems common with most of the PFS modules, is that what is actually going on with the elaborate backstory is not in any way adequately conveyed to the players. They stumble from one encounter to the next, getting attacked by seemingly random things, and not really getting a clear idea of what is going on.
If this was a home game and had relaxed time requirements, it would be possible for a GM to orchestrate things so that the larger context could be drawn out, but in a living campaign environment, where you are trying to cram a whole session into four hours, all of this is lost.
Modules need to be tighter, more direct, and have appropriate challenges for the levels that you are playing at.