Brother MacLaren said:The biggest drawback to using "more monsters" rather than "tougher monsters" is that large combats can take a lot longer -- not just more NPCs to have actions, but on a cluttered battlefield the players might take more time pondering the best course of action, how to best position themselves to avoid AOOs or gettting flanked, figuring out which targets are the priority for their particular PC to attack, etc. That may not be true in your group, though.
This was my concern reading through the posts and I'm surprised nobody mentioned it sooner. Combat can take a very long time, especially if there are many opponents.
If you do choose tougher monsters, avoid ones with save or die, or no save and die (blasphemy) effects. Also, have tougher intelligent monsters run away. The pc's have no idea how many hp an opponent has. They'll think they were close to beating it if it runs away.
I would suggest if you go for more monsters, split it up between combats. The waves suggestion earlier was a good one. Also, consider night attacks (more pc's should be on guard). Traps as challenges might be a good idea too, as they don't involve a whole lot of actions on everyone's part.