Unfortunately, I almost never use modules, so I have no suggestions in that area. But here's another idea - rather than trying to come up with a pre-planned adventure/module, why don't you just throw out a few random hooks and riff off the players' actions? As 9th lvl characters in an Eberron game, unless they have been adventuring in a place and manner that is completely off the beaten track, the PCs should have garnered some degree of fame. And if they haven't, just find a way for them to do so soon after they reach Sharn (they stumble onto a fight between various Boromar and Daask, or help out the Watch in dispatching some beastie, save a city councillor or dragonmarked peer from an assassination attempt, etc.). make sure their activities show up in the Sharn Inquirer and perhaps the Korranberg Chronicle.
Once people in Sharn do know about them, they should suddenly find a number of people trying (some openly and some surreptitiously) to get a sense of their allegiances and also to make some use of their abilities. Throw in a few groups which have the wrong idea about who they're actually working for (e.g. if they did stumble into a Boromar vs. Daask fight, each side may end up believing they secretly work for the other). Suddenly the PCs are getting invites to society parties, having the Watch ask for their help, having dragonmarked houses keeping an eye on them, being asked to join them by the Clifftop Adventurer's Guild and instantly unpopular with the Deathsgate Guild, getting suspicious packages asking them to meet 'a friend' in Khyber's Gate, etc. Give them their 15 minutes of fame and then make their heads spin with the result.
Based on what they choose to do, a huge number of plot points should open up for you. With all the competing factions in Sharn, making one friend usually means making three enemies. Just let the PCs make the choices they want, and hit them with the appropriate repercussions.
Hope that helps, even though it didn't fit your original request.