Short rests should be allowed after most combat encounters. That is one of the core assumptions of the design. A chase is fine, but that's an exception, not the rule.
It's not actually fun to force players to rely on at-wills for fear that they can't rely on the system as written working as it's expected to. They should be able to use their encouter and yes- daily powers.
Agreed, the players were never prevented from the
option of a short rest, except during the chase scene. The chase scene itself is a full encounter. For thier first failure during the skill challenge, they were misdirected down an alley to 3 thugs looking to ambush some lost travelers. Once defeated, the encounter was still on going. The party still had the oppurtunity to fail more checks during the skill challenge leading to 2 other small battles. In sum, these 3 possible battles resulting from failure are the equivelent of a full, normal encounter. Since it was still part of the same encounter, it is functionally no different than additional enemies entering the fight 1 or 2 rounds after a combat is started, except that the earlier foes are already dead. I allowed the single surge and encounter restore during the whole skill challenge encounter, of which these small fights were a part of. After the challenge was over, they had oppurtunity to take a full short rest.
Before the skill challenge, after the fight with the solo, I also did not prevent the party from taking multiple short rests. I let them know that it's 5 minutes per rest, and that recharges for encounters occur at the
end of the rest. If they wanted to use back to back shorts for healing, and not take a 3rd rest (a total of 15 minutes resting), then the healer would not have that encounter available during whatever the next encounter was. Also, they were informed that the trail would grow colder for each short rest after the first.
Also if you're requiring them to take on social skills, you should probably allow them a rebuild.
Requiring them to use a certain set of skills is an expectation that you're clearly adding after they built their pcs- you should have emphasised the issue before they built their pcs, but since you didn't, they should have the option of a full rebuild. After all, if they're going to be competitive with those skills in this new, toiugh game they're in, they may need a secondary stat at last in cha, and a few skills to capitalise on it.
Social skills are inherent of the game. I had let them know several times in advance of the campaign start that it was not going to be a hack-n-slash, that there was going to be a considerable amount of social oppurtunities. They built thier characters for combat and monster knowledge checks anyway. One of the players wanted a rebuild to not duplicate the checks of another, I allowed after the last session, but still ignored the social skills after I re-afirmed how important they are going to be. I recommended someone may wish to take skill training in a social during thier lvl 2 selection. If the party doesn't wish to invest in social skills, thats fine, they will just have to deal with that choice when it comes up and hope for good rolls.
You also have to be very clear with them what your expectations for the skills are- what exactly they can be used for, wether, as some gms use them, they're more of less interchangable, or wether, as some gms use them, they play the role very much as laid out in the book.
A good example of this: if a barbarian PC is warning an npc noble of a goblin horde soon to attack his lands, can they use their intimidate roll to, in good faith and without provocation, emphasise the threat the realm is under? Some gms will say 'sure thing', others will say 'no way!', it's up to you to make your views clear to the players.
I have no problem with players using intimidate. I have them describe how they wish to intimidate, through body language, spoken word, or action. The results of the intimidate are dependent on the NPC they are trying to use it against. Try it on a Darguul Hobgoblin, you gain some respect in thier eyes, try it on a gnome, you stand a good chance of it groveling at your feet (unless it's a member of The Trust, in which case the grovelling is a way to get closer to your ankles to inject poison...). Try it on the Daughters of Sora Kell and.. well.. I hope you have somebody ready to go to dolurrh and bring back your soul for ressurection (providing Sora Maenya hasn't bound it to your skull and kept it for 'safe' keeping...).