The adventure path are good for dungeon hacks, interspersed with some other stuff. Which, lets face it, is most likely what you're after if you're playing D&D.
I'd suggest reading through some of the later episodes first, and noting down important locations and NPCs. Otherwise you're in this situation where new places and people keep spontaeneously appearing in the city without having previously been mentioned.
Cr's are wonky.
[sblock]
The final baddie in Jzaridune does too much damage. As-is, he should easily be able to kill a PC in a single hit (2 if they're particularly tough), and he's almost never going to miss. I doubt that most parties could possibly take him out before he wipes the whole lot of them out. I ended up simply not using his main weapon (an urgrosh I believe) and relied on his claws instead, so PC's would at least have some warning that their HP's were getting low before he finished them.
The final baddie in the cagewright manufacturing plant is too lame - she needs some low-level support.
The dragon CR's seem way off.
The CR for the advanced erinyes is way wrong. Hell, the ORIGINAL CR of an erinyes is messed up - apparently something with more hitpoints, hitdice, better stats, flight, powerful SLAs, more AC, resistances, immunity to illusions, SR, better skills, a powerful bow and damage reduction is the same CR as an 8th level fighter. I could have hovered in full view of the PCs and repeatedly slammed them with unholy blight. It would have killed them all in under 3 rounds.
The two prisoners bhal-hamatugn are a pain to DM. How did they get there? Where did they come from? Where will they go after release? How will they get home? Makes for a lot of hasty making-stuff-up-on-the-spot. Poor showing for a social encounter not to have any of this information.
[/sblock]
In short, I don't think my players are morons, nor do they have a particularly unusual party makeup, but I'm pretty sure that if I played the tough fights to anything LIKE their full potential, that I'd have a TPK on each one.