Again, the key is to build in dials so that folks don't have to argue about how deadly or superheroic D&D is -- they just set the dials where they want them, and they are all still playing D&D and engaging in that shared experience and community.
Another thought: how should a theoretical 6E treat loot and treasure rewards? What place do piles of silver and/or magic items have in D&D going forward. Should the game be aiming for Diablo style loot drops? Or should it be minimized or excised entirely?
Something else that this may do: perhaps these adventures will be more cohesive and built with more internal consistency -- at least 3 chapters at a time.
Right. The industry standard seems to be around $65 or more. So, yeah, $80 is ahead, but it is still less than what existing customers would have paid for the same material.