Funny thing is that we have tried action points. It seems that it just encouraged further sloppy play. The guys who aren't tactical burned through them in a single session and still got killed. I even gave out free "save life" tokens, and they died with those too. The other half of the group, which is more tactical based, used none of their action points or save life tokens. So I know it's not that I'm running too difficult of a campaign if half of the players are doing fine with no problems and the other half are getting killed every session or two.
In the case of this module, I'm running a pre-written, official module exactly as written. All players have been created with above average hit points, a higher point buy ability score method, and they've all been recently auditted to make sure everyone has at least the average wealth per level.
I have put in role playing situations in particularly combat-heavy sections for a change of pace. The previous session to the problem night I ran one of the "Challenge of Champions" from Dungeon magazine, so that was no combat and all problem solving designed to encourage teamwork in a non-threatening, non-deadly environment. The group came in nearly last place compared to the other rankings in the module.