Here's what I think: If you expect to diminish kick-in-the-door - kill-first-ask-questions-later mindsets by presenting beneficial tactical options alone, it's not gonna work.
If the players put their mind into optimizing, they will create insane combos and deal crazy amounts of damage, unless of course you greatly limit their building choices while carefully monitoring their sheets, and even that is not a safe bet.
If you really wanna change their, apparently quite one-sided, attitude you need something more solid: Combine a traditional approach on enabling creative and tactical play AND cut down regular encounter exp by 1/4 or even half. Then offer significant exp bonuses for compensation to players who fulfill the criteria you look for. Try giving more treasure/items when players do something interesting ( warrior comes up with a plan to use a trap against the enemies. Upon triggering it with a lever, not only do the enemies get hit, but a small crypt opens as well, containing an enchanted dagger ).
That should give them enough motivation to actually do something other than roll dice and plan builds ;-) .
Here are a few things to consider :
Tactics
If a full attack is "all" it takes to down someone, force Move actions. Could come from cover/concealment or combat maneuvers like Trip/Knockdown or Disarm. If you just play "rocket tag", you're implicitly accepting that if you miss, there's a good chance you're dead.
Note that this is exactly what happens IRL between powerful forces in a battle and in this respect, is not a "bug" of the system but a simple truth.
Intelligence
So you're targeted by a Master Ninja, who manages to sneak up on you and place a Death attack. Curse you, Hayabusa ! Wait, you made your save ! Time to grab your trusty bow and fill him with arrows...
Well, boo. The ninja has broken/stolen your bow as well. Not only does he make his escape, he's slowed you down by forcing you to have it repaired / replaced while you try to get it back.
This goes a step further in Tactics, and is to be expected of Ninja, for example. Study your target. Know their strengths and weaknesses as well as yours. "That Brilliant Bow of Badassitude could be a problem if I must escape. Can I get rid of it ? What about impairing the bowman ? Maybe I could blind him ?"
As an aside, the GM should make sure the players don't feel cheated though. Extreme competence is assumed as part of the characters (especially past level 10) and robbing them of that can be frustrating to no end for some.
Numbers
So they can take the Big-Ass-Monster down in a round ? What about 10 Medium-Sized-Nuisances ? One by itself could barely hope to hit them, but with flanking, teamwork feats and simply being all over the place, the little pests could prove to be annoying. Add in a Leader-type and you could even be worrying your characters.
Story happens
Take the characters down a notch or two through Story. Have them stripped of Rank and Privileges by the King or even make them straight Outlaws. Have them stranded on an island (and some of their equipment lost to the sea) after their boat got caught in a storm. Have their home base attacked (and their Mentor killed, leaving them unable to progress in their main class) while they were on mission.
Change focus for a while
Once all is said and done, if the combat has become so easy it's boring, it may be time to try a little courtly intrigue for a change. Or why not a mystery ? Possibly meshing with "Story happens" above, there are plenty of opportunities to take the players / characters out of their comfort zone while staying true to the setting. They'll be happy to resume bashing heads once they've stumbled for hours finding a tangible threat to pounce on. Or hey, maybe they'll actually enjoy trading piques with the Jester and decide they want a piece of land and a throne of their own ?
Best Answer
The page that you linked has a copyright notice that reads "Section 15: Copyright Notice - Pathfinder Roleplaying Game Ultimate Combat". It looks like these rules are in Ultimate Combat, which is not part of the core rulebook.
This is a typo in the original printings that has been officially errata'd: