Here's what they should do. Wizards, if you're listening, heed this advice:
These unwieldily campaign hardcover books are the worst format you could choose to put your adventures in. It's also too much information to drop at once for anyone seeking to run the adventure. They are cumbersome to read as 256 page books. For DMs who like to feel really prepared before running an adventure, slogging through these huge tomes and hoping all bases are covered before starting seems like a really impractical way to present the material. Also, when you're actually running it, flipping back and forth between the huge number of maps and plot details is a pain. We can scan, buy, print, or download the maps ourselves, but why not just present them properly in the first place?
Six months between releases seems to be universally disliked by the 5e player base. It's too short of time to run a 1-15 campaign and too long a time to wait if a particular campaign book doesn't interest you. As a game store owner, I can tell you that it also feels like a glacial release schedule that makes for little to discuss and talk about with customers. "What's new for D&D?" "Well, there's this campaign book that you saw last time you were in five months ago."
You should release these adventures in three parts, presented in the old-school, softcover, folio format. Each book should contain a removable map book in the back with really relevant details or maps printed on the inside cover. Charge $24.99 for each of the three adventures (this was the price for Red Hand of Doom in 2006). This allows for a much better release schedule (every two months) instead of the too-slow schedule of every 6 months, and it really shouldn't amount to much more in the way of work.
I will also entertain your offer to be the new R&D project manager.