Remember that we're only getting one side of this. I can see myself coming up with some of the same complaints in the right situation:
Swashbuckling/Kara-Tur: Swashbuckling doesn't have to be oceanic. You can have swashbuckling adventures in Kara-Tur. It's a style of play, not a setting restriction.
Rogue issues: If the players say that your DMPC is overshadowing them, then he is overshadowing them. If the party doesn't have a rogue, the intelligent thing to do is to make alternate ways of solving problems that don't require rogues. A well-crafted adventure, ideally, has a combat-centric, skill-centric, and magic-centric way to solve most of the big situations -- ie, you can beat up the guard, sneak/bluff/forgery past the guard, or invisibility/teleport past the guard. If you don't have the time or interest to modify adventures so that a rogue isn't required, that's something you can present as an issue.
Deserts: I don't recall a ton of information about the desert affecting armor in the core rules. It could be there, but I don't remember it. Players who are just going by the ordinary core rules might think that ditching their heavy armor purely for roleplaying reasons is dumb, especially if they're worried about the combats you throw at them. This is a communication issue.
Combats too tough: I'm sensing a bit of contempt for your players here. This is not going to help the game. Not all players think of buying alchemist equipment -- it doesn't suit the style of some players, and it doesn't occur to them. If they're asking for "Swashbuckler"-type games, it sounds like they want easier combats that reward dashing displays of bravery and heroism, not strategic combats that reward preparation and minimizing excitement in favor of safety. This is a style issue.
Your players don't seem interested in drawing maps and getting into strategy and puzzle-solving through cartography. As for not thinking to climb out -- it's possible (although by no means a foregone conclusion) that this is something you could have described more effectively to let them know that it was a possibility.
Again, your tone indicates that you've got some contempt for your players. This isn't gonna solve anything.
Evil: Summoning demons is not a way to make friends with a good party. I'd consider that a roleplaying issue -- and since you're a player in this situation, it doesn't really have anything to do with you as a DM.
Paladin-killing-xvarts: Communication issue. Hammering out a paladin's code and what's acceptible/unacceptible gets rid of this issue. Some players are used to "Okay, it's a xvart, which means it's evil, it wants to kill me, and it's going to try to kill me as best it can, and if it runs away, it's only to kill me later." Like the SHARK version of the paladin, which might believe that xvart-children eat babies and gang up to kill virgins in the woods and stuff (although this does cut down on their baby food source in the long run).
It sounds like you and the players have some issues. I hope you can talk about them without the chip on your shoulder.
Swashbuckling/Kara-Tur: Swashbuckling doesn't have to be oceanic. You can have swashbuckling adventures in Kara-Tur. It's a style of play, not a setting restriction.
Rogue issues: If the players say that your DMPC is overshadowing them, then he is overshadowing them. If the party doesn't have a rogue, the intelligent thing to do is to make alternate ways of solving problems that don't require rogues. A well-crafted adventure, ideally, has a combat-centric, skill-centric, and magic-centric way to solve most of the big situations -- ie, you can beat up the guard, sneak/bluff/forgery past the guard, or invisibility/teleport past the guard. If you don't have the time or interest to modify adventures so that a rogue isn't required, that's something you can present as an issue.
Deserts: I don't recall a ton of information about the desert affecting armor in the core rules. It could be there, but I don't remember it. Players who are just going by the ordinary core rules might think that ditching their heavy armor purely for roleplaying reasons is dumb, especially if they're worried about the combats you throw at them. This is a communication issue.
Combats too tough: I'm sensing a bit of contempt for your players here. This is not going to help the game. Not all players think of buying alchemist equipment -- it doesn't suit the style of some players, and it doesn't occur to them. If they're asking for "Swashbuckler"-type games, it sounds like they want easier combats that reward dashing displays of bravery and heroism, not strategic combats that reward preparation and minimizing excitement in favor of safety. This is a style issue.
I'm not here to spoon-feed you the adventure
Your players don't seem interested in drawing maps and getting into strategy and puzzle-solving through cartography. As for not thinking to climb out -- it's possible (although by no means a foregone conclusion) that this is something you could have described more effectively to let them know that it was a possibility.
Again, your tone indicates that you've got some contempt for your players. This isn't gonna solve anything.
Evil: Summoning demons is not a way to make friends with a good party. I'd consider that a roleplaying issue -- and since you're a player in this situation, it doesn't really have anything to do with you as a DM.
Paladin-killing-xvarts: Communication issue. Hammering out a paladin's code and what's acceptible/unacceptible gets rid of this issue. Some players are used to "Okay, it's a xvart, which means it's evil, it wants to kill me, and it's going to try to kill me as best it can, and if it runs away, it's only to kill me later." Like the SHARK version of the paladin, which might believe that xvart-children eat babies and gang up to kill virgins in the woods and stuff (although this does cut down on their baby food source in the long run).
It sounds like you and the players have some issues. I hope you can talk about them without the chip on your shoulder.