DND_Reborn
The High Aldwin
(emphasis mine) Seriously? I think you must think I am an idiot...The 6-8 encounter adventuring day isnt set in stone mate. It's a rough median (which it seems from your post above, is a median figure you're actually hitting).
On shorter adventuring days (1-2 encounters) the casters will shine and you can throw slighty harder encounters at the party due to the fact they can nova a bit more safely. On your longer (12+) adventuring days, the exact opposite occurs and short rest classes and 'at will' classes (Rogues and Champions) will shine, with casters holding back on dumping high level spells.

With 4-6 high magics (most of which can have huge impact on an encounter), the typical AD sees high magic in most encounters, especially with 3 casters in the group! That is a total of 12-18 high magics per day!!
So, as I wrote in other posts, the "traveling" days with fewer encounters are super easy. (Yes, the 1-2 encounters you mentioned).
Questing days that are not dungeon crawls/ infiltration missions are more usually 4-6 or so.
Dungeons crawls and heavy days (easily 10-15 or more encounters) happen often enough during the "meat" of the adventure/quest.
Again, with 3 casters, even on heavy days we can have one of us or another typically drop a high magic spell per encounter.
Now, this should make it obvious that a huge part of the issue is that we have THREE casters with high magic (not surprising in a party of 6 PCs). So, this rule is to help balance that out without having to throw insane encounters at the party over and over again.