DaveMage
Slumbering in Tsar
System mastery plays a role here.
Certainly you can fault any system that introduces options for the PCs faster than the players can assimilate them.
Agreed. The problem is, it really is too much, but I don't want to give anything up. (That sounds irrational, and it probably is. It's kind of like having available too many desserts to choose from--all of which you love. You don't want anyone to take away your dessert choices, even though you couldn't possibly eat them all.)
IMHO System mastery is what killed 3e. We want to play, not just have to plan out and methodically select everything optimized for our character.
I enjoy both. However, I can understand the negative(s) about selecting and planning too much.
That's the inherent problem with "Adventure Paths" though. The characters and DM have to suit the adventures to make it through, rather than the adventures suiting the players and DM.
Much better, imo, to run modules as you go through the campaign, such as DCCs, choosing them as to what's appropriate for your group.
If one loves to homebrew, then you're exactly right. However, there are times when you want to beat an adventure - be it a one-shot like the Tomb of Horrors, or a full adventure path. Groups may want to play the Paizo APs for the challenge - to test their playing ability rather than for the purpose of immersing themselves in a character. (Granted, those things are not necessarily mutually exclusive.)