delericho
Legend
Eh, any way you cut it it is the "Epic Destiny Problem" in another form. All of a sudden at a certain level the rules of the game change for you. Its in many ways unavoidable, but I'd have thought a more cool way to handle it would be to gradually add in those benefits. This would work well with building a freehold or whatever. Instead of "poof you're name level" have something like a "gain a follower" feat, and let you take it numerous times if you want. You could have a 'treasure' that is "you're allowed to build a castle of level X" etc. In other words work it more organically.
One of the things I've noted about the Paizo Adventure Paths over the last several years is that they've all had something beyond simply "kill things and take their stuff" - in "Kingmaker" it was realm management, in "Skull & Shackles" it was a loot system, and so forth. The point was that each campaign had something, but it wasn't quite the same thing twice.
I'm inclined to think that 2nd Ed's stuff about building a keep, 4e's Epic Destinies, and other high-level exploits are essentially the same thing - something added to the side of the game to give it that bit more depth and detail.
In which case, these seem like ideal fodder for modules. In each case, the "something else" won't apply to all groups and for all campaigns; and in those campaigns where they do apply they might well not want to wait for high level before they can get started. So, present a bunch of options (in the DMG, in an "Ultimate Campaign"-style book, or just with the adventures), and let groups use them (or not) as they see fit.