What I'm curious is what can be done about the lack of roleplaying opportunities. How does one add roleplaying to say, tombs?
Centering on tombs can make it a slight more difficult, but there are still tweaks that can be made to help turn it into something more immersive than a dungeon crawl.
One of the first things is to add some details to the history of the tomb that might go above and beyond what the module included. Who is buried there? How long ago was the tomb built? What significance does *this* tomb have?
Now, what about the area this tomb is in? Is there a village or city close? What do they think of the tomb? Do they care? Are there stories about the tomb - possibly some made up to simply scare children or are there stories that ring more true?
Are any of the ancestors of the folks buried in the tomb still alive? Are they still in the region? Or has the family line died completely?
All of the above can be used to bring about opportunity to learn more about the tomb in the nearby populace before the group enters. This can all be learned via roleplaying conversations with the locals, learning the stories and such. Use this to help bring the tomb "alive" and more than just another burial place to go in and steal their stuff.
Then once entering the tomb, add some supporting details for the information you sketched out earlier. Carvings in the tomb with names of ancestors the group may have learned before. Again, working to bring the tomb to life.
Also, friendly ghosts, unfriendly ghosts - all who are more interested in helping or deterring the party through words than outright combat. Maybe the ghost is of an ancestor of someone in the tomb or a worker killed during the tomb construction and knows a secret passage past the killer trap. Add some quirks to the ghosts to help make them unique.
As for puzzles, just choose a door or room and change it from a near empty room or door with a lock to one with a puzzle.