Although I played & ran earlier editions other than 4e, the logic behind 5e's surge inclusion is pretty bewildering design in the extreme. Has anyone from wotc ever commented on their logic with that one?
This pretty well aligns with my experience as well. It's so unusual that anyone uses hit dice to recover at all to the point that it's almost a pointless restriction to only get half of them back on a long rest at the same time players get all hp & all abilities back. Dialing up healing with potions/wands/etc is easy while having the benefit of still allowing the gm to say "oops" & just curtail the supply if they dialed it too far by accident. Going the other way has so many inputs for the GM to consider with their own downstream impacts that it turns into something far more difficult than it sounds.
It's really simple. Hit Dice are there so they can claim "look, you don't
need a Cleric to play 5e!". Some people manage to run games without healing classes just fine, with a few back end adjustments, and I presume, ample short rests.
I played a lot of AL and home games where the 6-8 encounters benchmark was not the standard, and you basically get all your resources back at the end of the adventure, so I have
never used hit dice. Which, now that I think about it, explains some of my frustrations with the healing mechanics the game has.*
Between adventure healing is just handwaved, so I'm solely focused on trying to keep the party going in combat, and getting rid of goofy status effects that you can't shake off under your own power.
And it turns out, if you have good healing options, you really don't need Hit Dice at all, making them fairly vestigial for some games.
*I do remember an adventure in AL where the Bard's Song of Rest came up, but as a Fighter, I could just Second Wind my way to full hit points, and I was also giving out temps with Inspiring Leader so I never needed to bother with them.