I am running a detective game, so, it is much harder to keep the pace up such that the players don't rest after every encounter and since an investigation likely will span multiple days, there isn't a lot to stop them from taken 8 hour long rests like a normal adventurer would take short rests.
What I am doing:
Rests
I based rests off of real life health & wellness knowledge.
Short rest is a night's sleep (~8 hours, if less than 8 hours, then the remainder is spent resting). Short rests are once per day.
Long Rest is the weekend, it requires at least 1 day off of full rest. Long rests can only be taken once a week.
My game is an urban game, where the players have jobs, the need a day off of work from that job as well as other strenuous activities to benefit from the rest.
Real life health & wellness basis: Short rests are based on a natural sleep cycle; Long rests are because people need a day off every 7 days in order to properly recover.
As for why I changed the basics from gritty realism. I think requiring someone to take a full 7 days off to benefit from a long rest is both unreasonable and unrealistic. Your average person would not be able to take a 7 day vacation every time they want to recover spell slots. (Setting is Ravnica, there are a lot of working class spellcasters.)
Hit Dice you recover half your hit dice per week.
Durations
Durations are changed so that they still match up with the same things with new durations. This applies to any spell or effect with a duration. I'm just going to call them all spells here to save space.
If a spell has a duration of 1 hour it has a duration of 8 hours instead. That way those spells can still last the length of a short rest.
If a spell has a duration of 8 hours you choose when you activate/cast the spell between
A) a duration of 2 days instead. So it is still 1/3rd of the day, and the duration of a long rest. If you cast the same spell 3 times in the same 7 days, the third casting lasts 3 days. That way you can still spend 3 spell slots to keep those spells going at all times.
B) a duration of 8 hours but the spell returns every day at the same time until you finish your next long rest. That way you can still use one spell slot per long rest to have the spell protect you while you sleep each day.
If a spell has a duration of 24 hours, it lasts 7 days. That way one casting per long rest still keeps it going. Anything requiring a spell to be cast every 24 hours, needs to be cast every 7 days instead. For example, Animate Dead, requires you to recast it on your undead every 24 hours to maintain control of them, so now that requirement is every 7 days.
If a spell has a duration measured in days, it is measured in weeks instead.
If a spell spell has a duration less than 1 hour, nothing changes.
I use the alternate "long rest is several days, usually a week" and a short rest is overnight for pacing purposes as well.
But I simplify my spell duration a bit (not that yours is wrong). I simply multiply the duration of any spell that lasts for 30 minutes or more by 5. There are some exploits occasionally but overall it works well enough. I also let people do "spa days" to recover more quickly if they are in a city, for 75 GP they can get a long rest in 3 consecutive days.