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My own thoughts, from seeing and organizing a lot of interactives over the years for Houston:
* High-level play has a very different pace from low-level play, which makes it hard to have the same number of encounters at every tier in a 1-12 or even 1-8 interactive.
* While a player with a high-level character can always create a new 1st-level character, the reverse is not true for a new player, who may not have the system knowledge to play a high-level pregen effectively.
* Often the high-system-mastery players who have high-level characters are exactly the ones you want to encourage to GM for something as complex as an interactive.
Thus, the 1-2 and 3-4 tables tend to make the majority of tables at events locally, with only 1 or 2 high-level tables for flavor.
So in general, I think having a low-level focus in the interactives will work for the best in real-world conditions.