One of the true curses of the professional adventure writer is that you do need to put some heft into the adventures you write, so that the customers get value for money, but there are times when it is detrimental to the end product. Especially in an Adventure Path where there's a necessity to give out a certain amount of XP by its end.
Cut the combats down, increase the XP for completing the real objective. Focus on the objective, and allow lots of ways to bypass combat altogether.
I don't run published adventures because they simply have far, far too much combat, and not enough plot and intrigue, and interesting non-combat scenes.
Dungeons that are "alive", as in not populated by static undead/constructs, should be doable in one go, without rest, or it'll feel contrived anyway no matter what you do - unless you turn it into a real siege.