One of the refrains one often hears in reference to why D&D has changed in the way it has is that older editions demanded too much of the referee and thus took more time than was reasonable to prepare. And, as we're constantly told, gamers today just don't have as much time to spend prepping for a game as they used in the halcyon days of their youths. Leaving aside the question of whether this is in fact true -- hint: I don't believe it is -- I think it highly questionable to "solve" this problem by making adventures more exhaustive in their details. One of the big problems I have with many modern adventures, and this includes Pathfinder, is that they're simply bursting with details and backstories and so forth, so much so that I find that, whatever benefit I gain from using a prepackaged module is lost -- and then some -- in the amount of time spent studying and taking notes in order to run the adventure "properly."
I'm honestly not sure why adventures nowadays need to be so long or detailed. Actually, that's not true at all -- I have a pretty good idea why they are. However, from the standpoints of utility and efficiency, I'm far from sure that we have gained much by making modules so long and jam-packed with information. Give me some maps, some basic descriptions, and an overview of how all these elements might fit together and I'm ready to go. What I want out of an adventure is a spur to my imagination, nothing more.