But the point isn't to need the house-rule. Hence my wonders if there were any other good ways to heal when you are out of surges. I totally understand why potions require surges to use, as it prevent players from just carrying around a sack full of them. And having a limited number of healing surges kind of makes sense in terms of a single combat, as you should reach a point where you just can't fight on any further (otherwise you would almost never have any mortal danger in a combat). But over the course of a full adventuring day, it not only conflicts with what many people will probably want thematically, but it also can lead to "holes" the players can't dig themselves out of.
Here's a thought. What level are you playing? What are you basing it against?
At level 6, my paladin has 2/day and 1/encounter abilities to heal that either don't use surges at all (1/encounter power, the fantastic invigorating smite) or use his own rather high number instead of the target's (Lay on hands with a 14 wisdom).
Our Cleric has at least one if not two utility powers at this point that also heal without surge use.
Infernal warlocks get temp hp, warlords and clerics and paladins can gain or grant temp hp, all of which is effectively healing without surges.
Now, don't get me wrong, I'm not saying that this sort of healing is common. It's not. But it is there, and thus it's extremely valuable. As it is, the only time we've run out of surges in 6 levels was recently, when we took 4 major fights on in a row without pulling back to rest. We could have pulled back, but we kept pressing on because... well, because we hadn't really ever run out yet and that sorta gives you a feeling of invincibility after a while. This time we learned better.