When a player wants to take a short rest every fight or two no spell or ability lasting longer than a single encounter remains viable unless it pushes into 24hr or multiple day durations. The fault is in the player expecting to NOVA their way through fights at maximum burn before demanding a not in the duration of spells & abilities that last a time frame like one hour. The only exception to that are spells and abilities cast by abhorrent design failures present with short rest nova classes who don't care about losing the spell or ability they expect to recover with the rest.
There is several solutions to this problem:
1. Delete Short rests. Have everyone and everything recharge on Long rest.
Add to Dodge action: you can spend 1 HD to heal yourself. 2 HD at 5th level, 3 HD at 11th level, 4 HD at 17th level.
2. Make short rests 1-5 min long. 1 Min is enough to remove strongest combat spells that last 1 min.
Here also remove 10min duration spells and effects.
10min is too long for single combat and most of the time too short for any exploration/roleplay encounter.
reduce power and make it 1hr or 12hrs long, or increase power for 1 min duration(probably with Conc)
3. Increase duration of all spells that have Conc and duration of 10 min and longer to 12hrs(so that sorcerers can benefit from extended metamagic fully). Conc tag on those spells will prevent them from stacking and there is not much difference in invisibility lasting 1hr or 12hrs. It still uses Conc, it still breaks on 1st hostile action.
4. Use spell points instead of slots, regain 1/3rd(round up) of spell points on Short rest(wizards and their arcane recharge boost this to 1/2 points). And since in spell point variant you can only create 1 spell slot of levels 6,7,8 and 9, there is no worry about high level wizard spamming strongest spells every short rest.
Sorcerers just add their sorcery points into single spell point pool.