Thanks, Jason. I actually do enjoy the roleplaying part of the game, but I get nostalgic for an onslaught of terrifying monsters once in a while. And I do enjoy playing characters who are heroic, which doesn't fit well with all the faction objectives in PFS play, which are starting to seem like so much "lackey for hire" business. To truly play a hero, I think you need to feel free to take risks outside the standard recipe for PFS scenarios - which I suppose does require a different campaign and a GM willing to let you explore those challenges instead of just building your character in the service of some faction.
We have succeeded in some scenarios with some interesting roleplaying, including avoiding or talking our way around encounters. But overall the plot element of "put a bunch of opposing people on the ground, find the clues and move on to the next step" gets kind of stale, and it starts to feel like you're just playing a part in someone else's story instead of making your own. The drawbacks of organized play, I suppose. The illusion of freedom to choose your own path is difficult to maintain, when you know you must play through each of the acts in a pre-determined set in the time allotted.
Perhaps the solution is to build a campaign outside of PFS play, with some like-minded players who want a similar gaming experience.