In other words, I'm not the kind of GM who needs or uses hyper-detailed adventure paths or settings, so why would I write one?
Hmm... A part of me would feel guilty if I didn't include a plot-point campaign, because that's the Savage Worlds trademark, but it's a small part. Obviously, the whole goal of The King is Dead is to break the setting, but why should I dictate the path others want to take to get there? No, my book is going to be low on metaplot and high on campaign seeds.
I think I'll look toward Pirates of the Spanish Main as my model: character creation, setting notes, a gazetteer that provides plenty of seeds but dictates very little, and a thorough bestiary with plenty of nonplayer character archetypes. Perhaps I'll throw in a fleshed-out example NPC for every few archetypes. I think a few more-detailed adventure locations (a rural shire, Hammerstadt) would be good.
Yeah, that should strike a good balance.
P.S. Expect an announcement about the secret mystery project on Monday.