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To offer some ideas on how to work with this (as compared to debating if this is a feature/bug):
* Earthdawn Revisited: A slight twist on the cosmology. Every PC is, in essence, magical. While some openly show it with a super mastery of spells, others subsume their magic in outrageous feats of skill and abilities. Blame it on Divine bloodlines, prophesies, heroes writ large or what have you. No normal human can compete with the speed of their "training" no matter how gifted.
* Pendragon Solution: Middle Age winters are brutal. No matter how much people want to go to war or advance their plans, everything but downtime activities stop dead in winter. Thus every adventure marks a year of game time. (Some similar excuses are rituals going on need a better planetary alignment, closed mountain passes, etc. etc.)
* Cut and Paste: Cut XP by a fraction of what you want (1/2, 1/4, etc.) and add more adventures. This makes the AP more of a "Plot Point" structure than a sequential one.
* We are all Adults Here: The PCs are older, and maybe very rusty. As they adventure, it all comes back to them. A spin on this would be ...
* Villain's Revenge: A one-time spell by a blackheart cast amnesia on the heroes (or cast them in new untrained bodies, etc) and they have to relearn their old skills.
* Magical Sanctuary: A zone or magical town that puts them in null-time. Here they have time to do their downtime stuff as the outside world freezes. There are limits to it, to prevent metagame abuse. The other spin is that will still get older. Friends and family will see the PC age rapidly as they trade off years for power. That cute teenage waitress isn't going to want to date someone as old as her father. ... Wait this is the Middle Ages, right?
But the old leveling mechanic vs story has been with D&D forever. Let's not even get how many of 10th level common soldiers are running around after a great war is over.