Okay, first off, I find it grating that you consider interacting more with the lab rules than the other players at the table to be "doing it wrong." Also, plenty of RP can happen within the covenant itself, so it's not like adventuring is required for involvement. One of the biggest points behind troupe-style play is that the magus can do what they want and the player will still have a character to play. It's true that roleplaying requires action, but this does not necessitate adventures per se. More importantly, lab rats tend to adventure anyway; they just need different motivations that natural adventurers.
NPC: Yeah, and this hidden part of the long-dead hedge wizard's lair is rumored to have powerful items!
Flambeau PC: Woohoo! Legendary items and powerful defenses to defeat! This will make me famous! Let's go!
Bonisagus PC: Meh, I'd rather keep working on this Breakthrough. It should only take another two years at this rate.
NPC, after SG thinks for a moment: Oh, just so you can prepare yourselves properly, I should tell you that the hedge wizard's magic revolved largely around [insert concept similar to the Breakthrough the magus is trying to achieve here].
Bonisagus PC: Chop chop my Flambeau friend, I want to be ready to go within the hour.
Things like that. Lab rats usually have goals; give them adventure hooks that nudge them towards faster or more perfect completion of their goal.
On another note, I don't see how a month of preparation is any less strenuous than a season if you need to be back somewhere immediately.
Lastly, non-magi get way too much benefit from this, in my opinion. Average skill levels will explode, and the top tier masters in a skill will start having scores of 18 or so rather than the current 12 or so, and a lot of setting tweaks will need to be made to account for that. (It's not like these guys had Longevity before.)