My playstyle simply does not contain non magical healing. I generally try to play games that have abstract rules that approximate realistic results.
OK, so your style is defined by what you want excluded from the game. Maybe not exactly a style, per se, but you're entitled to your preferences.
To be clear: Is this in the sense of being a DM and wanting to implement your vision of a campaign? Or in the sense of being a player and not wanting to use non-magical healing, yourself?
As for my concerns, I think the PHB should make it very clear to the new player that not every game will use the same set of rules. House ruling and using optional rules (especially for resting and healing) should be the norm.
Mearls seems to harp on those points in everything from the last 2 years of L&L right down to tweets. I'm surprised to hear that the PHB doesn't make the favoring of that philosophy clear.
I guess I'm just reading my PHB and expecting a lot more from it. I just can't understand how optional rules (even those that add more realism) like the variant rules for Encumbrance and Sizes can be more important than optional resting rules. The playtest made it very clear to the designers that resting/healing rules divided the player base.
Just because an option is outlined in brief sidebar in the PH doesn't mean it's more important than one that's held back for the DMG. It could just mean that the DMG options are going to be a lot more elaborate.
As it stands now, the only non-magical healing in the game is Second Wind (easily omitted or converted to temp hps) and HD (also fairly easy to tweak, just have PCs recover fewer HD per long rest - or, my preference, change the definition of long rest).
Eliminating HD might be a little tougher: you'd have to come up with some alternate model for natural healing, and a replacement long-rest-recharge/short-rest-activated healing resource to get parties through the requisite 6-8 encounters the game is apparently balanced around, now. Probably why that's relegated to the DMG.
Edit: [sblock=5e as Compromise] For Perspective, you might want to consider that 5e is meant to be something of a compromise among various styles, and, while your zero-tolerance for non-magical healing may represent one such style, there are opposite extremes - fans of the warlord, or second wind for all characters or healing surges. Consider where the 5e compromise came down relative to your preference vs those. The Warlord was a martial 'leader' capable of adequately providing for the in-combat healing needs of a party. No such class exists in 5e (not even as a sub-class). Healing surges represented dependable, proportionate, healing capacity between 150% and 300% of a character's hps, and provided a consistent central mechanic for healing. HD represent about 1x hps, and are random, with magical healing being entirely over-and-above. Second Wind was open to all and took a 5-minute rest to recharge, functionally available in virtually all combats, now it's a feature of a single class that takes an hour to recharge. I think it's fair to say that the 5e compromise favored your extreme over the opposed extremes.
DMG healing options /might/ exist to make HD more like surges or allow them to be used in combat by anyone like a Second Wind. But a Warlord in the DMG is profoundly unlikely. If you're concerned about being shunted to an 'option ghetto' by waiting for the DMG to explicitly give you the option of purging non-magical healing from your game, how do you think fans on the other side of the table feel?[/sblock]