NO
It's not overkill, it's awesome.
I just used the SPT to kick off a new group. Most (4 of 7) had never played before, and one thought that D&D was some sort of board game.
We had a get-together before the first session where we just hung out and talked about media - what games, tv shows, books, etc., we liked and what kind of stuff we would want to see in a game. At that session, I floated a number of games and we ended up choosing Apocalypse World.
So I went home and printed out the SPT and filled it out. At the next session we went over the answers I had chosen and I explained what I meant and why I had chosen those answers.
Then we started the 1st session. In AW, that means making characters, and they knew it was more important to make interesting choices than optimal ones. It didn't take long and it was very valuable. The game is going strong so far and I think everyone benefitted from a solid foundation of shared expectations.
Next time, I would bring unfilled copies of the form for everyone just to avoid reading all the un-chosen answers out loud again.
I didn't ask what they thought, I didn't poll and choose the top answer. The SPT is not a survey. It's a way to clearly state what a game is going to be like, what it is going to be about. If there had been significant objections to an answer, we could have talked about it and possibly adjusted it.
But they're brand new players, that's the heart of the question. How can they have such strong opinions about playstyle when they've never played?
Take charge, respectfully
Treat your players' action declarations as statements of intent rather than a completed part of the narrative. Feel free to slow things down to insert details and intermediate steps when needed. What they are doing isn't always a problem. When a player says:
"Ok, I go there."
...treat what they said as:
"Ok, I intend to go there."
You don't need to scold the player for jumping the gun, just narrate the next thing that's important to your story.
Player: "Ok, I go there."
GM: "Great. You set off on the vaguely stone-paved path towards..."
Sometimes, there won't be anything in the middle and "going there" is a reasonable shortcut to the next part of the story.
Skipping to the Good Stuff
Your players can't read minds, and don't know that you have some cool encounter planned for halfway through the journey. From what they know, getting to the destination is the next short-term goal they have, and the endpoint holds the next thing worth stopping for. It's natural for them to set their sights there, and try to do it directly. We normally skip over things like eating, sleeping, and an uneventful walk down a familiar street.
When there's something worth stopping for, it's the GM's turn to say so. Don't worry about asking people to "hold on". Confidently narrate the next thing you want to focus on, and the player(s) will follow along with your story. If they don't, then they are trying to jump ahead and away from you, and you can tell them directly that things don't work that way.
Shortcutting Out of a Scene
You're in the middle of talking to the blacksmith. He describes a mission. After the description, the player says "Ok, I go there."
The problem here isn't that they skipped the mid-travel encounter. The problem is that they abruptly and prematurely ended a scene that you were roleplaying through with them. It makes the narrative feel choppy and disconnected.
It can be OK to short-cut through some of the details to wrap the scene up quickly, but only after the purpose of the scene has been resolved. The purpose of this scene was to tell the Rogue about the mission, and have her agree (or not, it's up to her) to do it. Think of a book or a movie. A scene might cut after the hero says "I'm the man for the job", because we can skip the details of him having more smalltalk with the smith and walking out of the shop. The scene won't normally cut immediately after the mission is described, because it feels unresolved.
When a player cuts ahead like this, you should ask them to wait or slow down a little. They should know better. With practice, they eventually will.
Blacksmith: "...and bring the rune stone back to me. I'll pay you $300."
Player: "Ok, I go there."
GM: "Wait, what? The blacksmith has asked something of you, and made an offer. What do you say to him?"
Point out the incongruity ("Wait, what?"), and then put the player back into the important part of the narrative.
Best Answer
Feedback is good, getting useful feedback is hard.
First, to your question about the Same Page Tool: in my experience it's more useful as an idea or a prompt than it is as a tool.* I certainly wouldn't recommend it, unaltered, for a post-campaign or intermission/course-adjusting survey.
*-This is in no way intended to disparage the SPT: I perpetually thank its author for their contribution to the practice of reasonably discussing our games!
The key to a planning survey is to get actionable and understandable suggestions. Compare these three questions:
To the first (again, in my experience) you're lucky to get anything more than "um... an interesting plot? A fun character?" The second is quite a bit better: we're much better at remembering what we have enjoyed than predicting what we will enjoy. But you don't have to stop there: you can go to the third question and listen to an answer that implicates your future plans directly.
Compare, too, these questions:
Same progression, right? Question 2 is much better than 1, but we're really bad at telling friends what they're doing wrong--we sugar-coat things, we throw them a duck, &c. Question 3, though, gets to it: your friends probably have had some ideas they haven't shared--explicitly ask them to share. And listen to them.
Turn it up a notch.
I think the above is enough to get you thinking/writing a useful instrument either for written feedback or as a set of conversation prompts. But there are two further things I suggest:
Do this frequently. There's no need for this to be a mid-campaign-only exercise. I try to make a habit to ask, at the end of every session, for "things you liked, things you didn't, something you thought 'oh, we could have used this here,' something you'd want to get rid of, and any other suggestions." I've rarely gotten much feedback other than "thanks, this was great." But I have gotten actionable suggestions which, I believe, is more than I'd get if I never asked. (I also add that sort of tag-line to inter-session e-mails. It's marginally more productive there, I believe.)
Prepare them for these sorts of questions. If all you do is ask the players questions like above you're missing one huge source of feedback: you. I believe you already know things you'd like to to better, things you'd like to add, things you're working on. Tell that to your players. Starting a campaign with "hey, everyone, I'm really trying to focus on livening up my descriptions of scenes as you encounter them. I'm reading a lot and practicing a lot, but any time you think of something--good or bad--I'd appreciate a note or suggestion. Thanks!"