This is interesting.
Yes, I feel that for a fight to be really exciting, there needs to be risks involved.
Okay, so this risk might not be running out of hit points.
You're saying the risk can instead be running out of healing surges.
But 4E isn't designed for any single given encounter to run you out of healing surges.
Just as a fight where the monsters can only expect to scratch your surface by hoping to do perhaps a dozen points of damage is dull, a fight where the monsters can only expect to make you use up one or two surges is dull.
My problem is that I have neither the time nor the patience to prefix every interesting combat with a string of easy fights whose sole purpose is to lower an abstract number like "8" to perhaps "3" before the real deal starts.
Then really, it's not the players that are the problem, it's you. You've created this need for a "healing nova" by forgoing the easier encounters in favor of only "interesting" ones. Since those "interesting" encounters are designed to create tension by being likely to drain HP, then the players are beefing up on healing to make sure that they survive.
At least in 3E, going low on resources meant your options changed and were reduced. Having fewer surges don't mean a thing in 4E, only running out of them does.
Yeah, that's true. However, blowing Dailies does mean that things have been reduced. The problem is that when you're dealing with potentially lethal encounters that require all the healing you can muster, you're probably going to see a lot of PC's blow Dailies too. So, you end up with PC's expending both resources simultaneously, and then they need an extended rest.
And thus I'm thinking I might start every fight at effectively 3 healing surges (one second wind, one healing potion and one Healing/Inspired Word).
Not only will this mean I'm getting to the beef early, I'm getting there every time. And not only this - but I've solved the 15 minute adventuring day too (because your three heals replenish after each fight).
This does nothing but punish players for something that you've created. Why invest in CON if it doesn't get you more surges? Why have multiple Leaders? Why use a Paladin ever, or at least, why invest in WIS as one since how many times per day you can use Lay on Hands no longer matters.
The only remaining issue is what to replace as an attrition mechanic. Of course, there needs to be a rule that explains how you can't go on forever.
It is in this light I came to think of disabling powers for being downed. (Not only would this be more reminiscent of 3E and its spell slots; but it sure beats trying to get worked up over having "only" a 3 on your sheet where you previously had an 8)
(Now I'm collecting my thoughts from all over, from several different threads. I'll probably summarize and post something up later)
There already is an attrition mechanic, you just don't want to use it.
If you were creating a series of balanced encounters then attrition would happen naturally over time. Instead, you've apparently chosen to ignore that and go with encounters that are much harder and eat up a large portion of PC resources, and so your PC's compensated by increasing their resources (not surges themselves, but ways to actually access them and get a good amount of healing). So now you're going to artificially
decrease that resource? Why? Are you purposefully
trying to kill your players?
That's a serious question BTW. I'm not understanding what you're trying to accomplish here by ramping up difficulty without regards to the system balance, and then further messing with the system balance because your players are trying to adjust.
Also, what happens when things go bad for one player? Or one player doesn't use their surges? The party I'm in has two Clerics, and I'm the Fighter. I've actually eaten all 4 Healing Words in a single encounter before. I've also received 0, and had to rely on only my own Second Wind because other people needed the healing. If everyone has 3 surges though, you've eliminated the ability to distribute healing where needed, and you might as well just increase everyone's HP by the value of 3 surges and take healing out altogether, because it amounts to the same thing in the end.