Well, the alternative to the "easily accessible magic on hire" is to say that a party that has access to divine magic (i.e. contains a cleric) treats energy drain as a trivial annoyance, while a party that does not have access to divine magic struggles and may have to embark on a quest to resolve it. That is not an interesting or appealing situation to me, it says "YOU NEED A DIVINE SPELLCASTER IN YOU PARTY!" Just because that was good enough for thirty years doesn't mean I have to like it, or think it would be good for the game now. I understand you want to make magic "special," but I'd prefer to avoid dynamics such as that in order to do so.
I don't see the need to make energy drain a "permanent" thing as part of the default setting. "Because that's how it was in the past" is not good enough, I see too many negatives.
That's one alternative, but it's not the only one. I believe we could come up with something that satisfies both our needs. Please allow me to ramble for at bit.
I recognize your concern. It's essentially the same one that's at the root of rule where an extended rest gives you back all your hit points, and I have the same problems with that.
I care
a lot about verisimilitude. It's the one thing that tabletop RPGs do well that no other type of game can compare to. So I'm always critical of any rule that flies in the face of that. I certainly don't need absolute realism, but I do need to be able to suspend disbelief.
The cleric
is a problem. He isn't just essential for the party — he alters the nature of society. He is a font of curative magic that would insure that no lord or king ever dies, that no injury ever changes anybody's life, and that disease and poison effectively disappear.
This is the side of the equation they should be addressing. A party with a cleric, or even with the funds to hire a cleric, shouldn't be able to ignore threats or simply remove maladies.
Most fantasy fiction solves this problem by making powerful magic dangerous and unpredictable, and often it requires a sacrifice.
For example, what if
restoration wasn't a guaranteed success? The cleric asks his or her god to repair a broken person, but it's up to the god if the person is worth restoring. If so, the god will still take something in exchange or perhaps demand a
geas. If the god is offended, such as from being asked to restore someone of opposite alignment or an enemy of the faith, then the results might be disastrous for both the patient and the cleric. This would have to be handled by the DM, though likely with the optional aid of a random chart.
Under these rules, energy drain is permanent for all practical purposes. But, where it makes sense for the campaign, it can be cured. Moreover, those optional rules I mentioned — wherein energy drain can be healed through meditation, soul-searching, or self discovery — become more meaningful.
This is the sort of thing I'm looking for out of the rules. Not everything needs to be this complex, of course. Kamikaze Midget is right in that the game doesn't to many things to track. But it does need some, and energy drain can be made into a good one.
I believe I've stated my case as well as I can. Obviously, you don't have to agree, though I am interested in your input.