Very interesting article, and I totally agree with what he sais. I didnt want "arbitrary" rest points in my game, then I found myself implementing them, with harsher rules on HP recovery, and things got alot more interesting. What I do is different to what the article stated, but its still the same gist.
I do like that he emphasises the more natural flow of events rather than encounter>>encounter>>encounter. He does have a point...its a little "counterish" to what RPG's are meant to be about