The other problem is that combat is almost unique in how much it rewards cooperation and teamwork. Social pillars just can't be forced to have the same structure in the general case. You can through good encounter design force players in a social encounter to have to work together, but in general especially with organic social encounters that weren't heavily designed, the best strategy in a social pillar is almost always to let the "face man" handle the encounter by himself. It's hard to force a social engagement to where the help of the socially inept baffoon actually helps rather than hinders success. And so social engagement can almost never be as regularly engrossing for the whole group as combat can be.