It is a great adventure. So do the extra work to do it right.
The Trust system doesn't work well. So just fix it. Don't subtract a point every day. Find other reasons to give away trust points. Like defeating a random encounter, be seen coming back from the prison with injuries, making acts of good faith in town, etc.
The time limit on the blood written names I too much time. Because its soo much time it does not provide the urgency it was meant to and I fear the point is often lost. Have a letter be written every night. This gives 9 days. Skip a night if they stop Gibs or whoever replaces him.
Haunts: Make sure you really understand how these work. To learn how to destroy the haunts have the players make two checks. One for Knowledge religion and one for Knowledge Local at DC 15s. Maybe higher for more powerful haunts. Remember you can make untrained knowledge checks if you have access to a library (like the professors). Give a bonus to these checks if the characters have communicated with the haunt via linguistics.
Somebody on this thread made their own cards for the results of these knowledge checks. They are great, use them.
Also a company called Legendary Games made a bunch of 3rd party extra material for this. They call it Gothic Adventure Path Plug ins but it is designed specifically for this Adventure Path. Great stuff there.