Crothian - Yes. Yes it is.
You know, it's funny, I specifically let Paizo off the hook in my rant against 12 part paths, and here James Jacobs comes, agreeing with me! For shame, Mr. Jacobs!
For the record, I like the idea behind adventure paths, and adventure paths that go from 1-20. I'm about 25% through Savage Tide, and we're picking up speed, not slowing down. I'm just thinking that those who are making PDF's and the like (I know a lot of people want to cash in on Paizo's successes) might want to break free of the 12-part path that Paizo uses by necessity. I really think a, say, eight part path would be a lot better.
My experience with Savage Tide has been that we have fun episodes, but since each episode is one "part" of the campaign, there are parts where it's kind of jolty. As a case in point, the transition between episode 2 and episode 3 kind of comes out of the blue, with most of the group going "Hunh? We have to do *what* now?". With each episode trying to get the PCs into it's particular plot/problem, the game can become a little clunky.
I think an eight-parter (eight long adventures) would be perfect - you have the set-up, the unrelated adventure that builds NPCs, the travel adventure, the scene where the BBEG first fights the PCs, and all that jazz. I think it would probably be easier on the group - even if the AP was overall the same length in playing time as a 12-parter.
Just my 2 cents.