I'm inclined to think that rather than that I need a way of PCs to get more use out of their encounter and daily powers - maybe if all encounter powers were reliable, for instance? Or allow them a recharge rate same as the monsters get (like recharge 5,6 for encounter powers)
I agree.
I also think it would be interesting to look at ways to make the short & long rest mechanics more interesting.
Maybe rituals to simulate a long rest so you don't have to leave the dungeon, but do have to sacrifice some resources?
I don't know the DMG 2 is gonna have in it, but two features I would love to see would be:
1.) Just more stuff on skill challenge mechanics.
2.) A whole freaking chapter on mechanics for varying the pace of the game on every level. Personally, I would love to see a version of DnD where you could engineer the pace of the game for narrative tension.
Here's what I mean:
Keep on the Shadowfell, basicly three parts -
1.) Lots of awesome big set piece fights
2.) The top levels of the dungeon
3.) Big Boss fight
Wouldn't it be nice if you could set the pace for those? So part 1 can be fast or slow depending on the mood of the party.
Part 2 could be relatively fast so you can engineer when the party has to take a break from fighting and the monsters get to re engineer the dungeon for defense.
Part 3 you give real devastating gravitas to by putting together a timer till the ritual completes and then making fights fast or slow within that timer so the PCs can really feel the action movie style tension.