In the game I run, I made some setting changes and ruled.
Healing potions are **not** standard equipment. They are magic items and its infrequent you will find them outside of one or two in specific cases or you craft your own (requires special ingredients.)
On the other hand, "recovery elixirs " are fairly common and require more common ingredients. The difference is that recovery elixirs do not heal on their own, they just allow your character to spend HD (as if you took a short rest.)
The net result of this is that there is a practical cap on the total healing and replacement of HP which is your HD and your magical healing (spells, abilities, more rare potions, etc).
This results in much more frequent spending of HD which of course only recover half during long rests.
I specifically wanted to avoid the 3e-ish feel of burning cheap, expendables willy nilly between fights to always reset to full HP.
I much prefer limits that derive from the charscter and so letting it be centered around spent HD seemed good.
It has worked well in play in more than one campaign so far as part of an overall set.