Really, cause I'm looking at it right now and _very much according to KotS_. Are you a player or DM? I guess either way I shouldn't spoiler too much, but I'm seeing lots of encounters sprawled over multiple rooms, lines for handling if someone runs away, etc.
Not according to the DMG XP and encounter guidelines.
p41 talks about building a single encounter from multiple events that players will go through without a short rest
p60 talks about including more than just a single room, but other areas branched off from it.
p61 talks about having monsters come from 3 different corridors at once.
p113 Example fight has enemies from two other rooms coming to reinforce the inhabits of one.
If the team uses up their per encounter resources for each single individual encounter in KotS and an entire section of the dungeon attacks them, they could be toast.
So they should retreat? Honestly, once you've taken out a few rooms together at once, I've found that as a DM or Player you're fine to take a few minutes and take a breather. It even helps the game by stopping daily 'for encounter' powers from getting a little weird.
Sometimes, using an encounter (or daily) power can be overkill (e.g. like using it on a bloodied foe and taking him to -7, -2 is sufficient).
Sure, but you still have an awful lot of powers at higher level. Use your at-wills when they're a better option than something else... but do expect to get your encounter powers back. If your DM is preventing you from getting them back or a player is preventing them from being recovered, that will result in the game being less fun, most likely, due to scarcity of options and potentially getting in over your head down on resources.
Who says that encounter powers exist to be used almost every encounter? They are designed to be used a maximum of once per encounter each, but nothing indicates that they exist to be used almost every encounter.
p54 PHB: 'An encounter power can be used once per encounter'
p41 DMG: 'Typically, encounters are separated by a short rest and some amount of travel time'
'In any event, starting a new encounter without the benefits of a short rest after the last one makes the new encounter more challenging'
'If you're designing encounters in which you expect characters to move from one to the next without a rest, treat the two events as a single encounter. If the characters surprise you by running on to a new encounter without resting, it might be worth scaling back the new encounter a bit.'
That's a design assumption...
...that is spelled out quite clearly in the rules, as far as I can tell.
That is why you only get one of each. My design assumption here is different than yours.
You get one at 1st level. You can only learn the game so fast. You might get another at 2nd. You definitely get one at 3rd. And 7th. 11th. When you've got 4 encounter attack powers, you're quickly using them as much or more than at-wills.
In 3E, I always gave my players "big gun" magical items. For example, a Wand of 5D6 Fireball with 4 charges for 3rd level PCs. The reason is so that they could go to the well when they needed to do so. Empower the players to use up stronger limited resources.
Encounter powers aren't big gun abilities. They're Rage 7/day type powers.
But, I don't want everyone on my team using up most or all of their encounter powers every single encounter and then demanding to rest every single time. I disagree that the team should do this. Teams who do that are metagaming. Again, IMO.
It's not metagaming to know that you need to bandage your wounds between battle and that you need to catch your breath or your exertions will make it more difficult in the next battle. If you have a pressing need to go faster - for example, a time table, an assassin, a fleeing monster, etc - then sometimes you do that, and perhaps you'll end up burning daily powers, items, actions points, etc in those circumstances.
So now, you are saying that instead of the players being Lemmings and conforming the PC actions to the recovery rules, the DM should be a Lemming and conform his dungeon design to the recovery rules.
The DM should design for a good game. I believe that includes not putting a TPK worth of enemies within one encounter's worth of space, yes. I would suggest that you'd probably run a better game if you learned how pacing for the new system works and modeled encounters around it. The DMG has a lot of good advice to help in that respect.