Alright, folks, real quick addendum on this. I wanted to cover what changes I would be making when I ran this adventure, because it's definitely going on my "To Be Run" pile!
1) I bring in encumbrance, using a slot-based system (less hassle to track, easily extended to anyone the PCs recruit)
2) Short rests are 10 minutes (this aligns with my general house rules)
3) Rather than checking for random encounters every hour, I use Arnold K's excellent
Underclock system, rolling 1d6 per 10 minutes. In areas of high threat, I roll 2d6
4) Bring in more
Eberron-esque elements; I want flamethrower golems, rocketeer gnomes, and Amethyst Academy wandslingers
5) Remove the genetic component to magical ability; I rather like the idea of the Amethyst Academy "recruiting" noble scions as an intimidation tactic - "Do what we say or suddenly your kid's a wizard" is great leverage against dynastically-minded noble houses.
6) PCs have a choice about retreating. They can retreat blindly or deftly.