Very excited to hear how you all enjoyed this AP! It's my intention to run this one after my current crew finishes Runelords (in probably a year or so), either as a "few years down the road" thing or as an immediate necessity thing requiring it be done in a matter of a couple months (give-or-take)--for obvious reasons.
My group is already planning their characters for it though, getting back stories and connections established (for instance, the two ladies I've got in the game are playing daughters of Brodert Quink). I would be very interested to learn of any tweaks for encounters that you think might be necessary to help make the AP more memorable. Not all, of course, that would be crazy, but are their some specific ones you thought could have been more interesting and how?
My intention is to play this AP on the slow progression track, so I can include various other Pathfinder missions that the players will be required to go on for the Society (primarily from the Pathfinder Society missions that I've bought and downloaded). In this way, I hope to have them returning to Magnimar regularly and making the city more important to them, as well. I'm also planning to do a little something to start with that requires their doing a bit more research rather than Sheila just giving them everything. The plans are yet fuzzy in my head, but the hopes and dreams are there!
Anyway, great write-up and responses from your players. Thanks for all the info thus far!