Ultimately, we're still left with the underlying issue of chaining short rests being more attractive than just TAKING a short rest, and a patch that says "you, er, can't do that" isn't satisfying to me. But maybe I'll find other things work against this or that it's not as big a deal as all that.
The "Problem" of chaining short rests is only a problem of isolated mechanics outside the narrative fiction. That is, the problem is the mechanical
possibility of unlimited self-healing in a short time. Its not healing after a short rest or even chaining short rests that is the issue since any class can chain short rests and use HD to heal. The crux of the issue, as far as I can understand, is the
unlimited nature of those heals. Unlimited in a short time, that is less than a day (ie less than one long rest since everyone has access to unlimited healing given enough time).
So, mechanically, fighters have a mechanism to heal fully in a relatively short time...at
low levels...
if they take enough damage such that it takes more than one short rest to heal...
if the narrative fiction allows for multiple short rests...
if taking a long rest is not possible/justified...
if using other forms of healing is not possible/wanted (clerics, potions, magic items, etc)...
if the other players are on board with multiple short rests...yes, it is a problem. In that unlikely occurrence of events.
That seems more of a feature than a bug. Its now less likely to have a 15min work day, fighter can keep doing his thing, clerics can branch out from Healbot, Wizards have arcane recovery so they get some spells back, etc.
Sounds good to me.