More power to you and your table, but do you really need even more healing?...
Can't speak for the OP, but both the potion and short rest alterations impact a lot more than just healing.
Short rest to recover action surge, ki points, warlock spells, wildshape, channel divinity, etc... is a major thing. The full hour rest time for a short rest can be problematic for a dungeon setting with dynamic encounters - specifically, where monsters do not just sit and wait in their designated room.
Potions are used differently in different games, but they make a lot of appearances in my games and are used for a lot more than just healing. I asked myself what potions would rich people in big cities want, what potions would adventurers want, and what potions would caretakers want the people they care for to have - and then I made those. A lot of them are things we'd want in the real world - a potion that gives you the benefit of a night's sleep in one gulp. A potion that allows you to alter your body in any way you want for a bit. Potions that make everyone think you're more funny/beautiful/sexy. A potion that allows you to do things better (skills, tools). A potion that allows you to escape (misty step, gaseous form, go to the feywild/shadowfell/ethereal plane) or hide (polymorph into a rat, invisibility). A potion that allows you to cast defensive spells (blur, mirror image, blink, protection from good/evil). Potions that are offensive in nature (enlarge, strength, emit an aura of rot/necrotic damage). Potions that allow you to understand (comprehend languages, divinations, etc...) I have a lot of potions that are inspired by super powers.
The most interesting potions tend to be the ones that I design for 'non-combat' when people find interesting ways to use them in combat or social engagements to avoid combat.
Side suggestion as long as we're talking potions - Most of my potions expire. They begin to fade in color and would eventually lose their potency. I leave it ambiguous, usually, how long they have - but when the PCs know they could expire 'soon', they're more likey to use them rather than end up having 50 of them in their backpack when they retire ... which is what I saw most of the time in my first few decades of D&D.