Option: Quick Combat Resolution
Sometimes a fight should be an epic set-piece. And sometimes it should be fast, bloody, and over in a few minutes, game time. 4e does spectacularly well at the first, but completely botches the second. My proposal therefore is that for quick combat resolution, damage is measured in healing surges (which are now more important), and you do only 1-3 surges worth of damage per attack (most monsters having 4 surges to start). 4 surges of damage puts you down but not out, and anyone may call for the battlemap at the start of their turn or their side’s turn. I’ll expand if anyone’s interested. But we’ve made surges matter earlier by limiting extended rests.
I wonder if something like 3 hit minions might bear some fruit. I've seen normal minions suggested as a fix but i've never found them to be particular satisfying beyond the opportunity they present to the controller to kill lots of stuff at once. If minions had more staying power they might bridge the gap no?