Ilbranteloth
Explorer
Encounter pacing is crucial to game balance, particularly if you have characters who are using different resource refresh schedules. You can hack things together as you see fit. But I was explicitly talking about the game's defaults, not whether or not it was possible to houserule up a solution in your own game.
Presuming, of course, that such abilities are important to your game. That's where I find this particular discussion interesting. If you have so few encounters/combats in the game, why does the refresh rate matter?
Why should the measure of a challenging day always be hit points and short/long rest ability usage?
See, the reason I always say that balance isn't an issue (and largely not a concern for me) is that I don't measure success via those criteria.
For us, the criteria is all about the characters and their goals. An encounter needs to work whether it's their first encounter of the day and they are at full strength, and when it's their last encounter of the day and they are not. I'm not concerned at all about the adventuring day, and thus the issue of balance is an encounter by encounter concern. Encounters are challenges, or steps along the way.