No, I've been running the same thing with mildly optimized characters, and they steam-rolled everything past book 2, to the point that I introduced Mythic just so there could actually be a challenge present with some of the monsters they faced. In the hands of experienced players, the AP is a joke. My PCs constantly spam Death Ward, Freedom of Movement, and Protection from Evil, making 90% of all encounters irrelevant. Its only through mythic and changing the monsters individually (tailoring spell lists to combat my group, etc.)that the fights get worth running, besides the occasional oddball monster that appears. Oh sure, the monsters try to dispel their enchantments whenever they can, but they are simply recast in a turn or two. Again, with those three spells spammed (which you should be able to do by the fifth and sixth module), the end parts are easy, at least without DM adjudication (The Whisper's Haunt dispelling, etc.)as nothing as printed in the modules can really hurt you with those spells up.