IMO, it needs more resource management--but the resources need to be actually worth managing, and that's the tricky part.
This is one of the reasons why certain kinds of consistency--"uniformity"--can actually be very helpful for fostering creativity and improvisation. When there is a shared baseline of resource management, it's easier to understand what resources are being expended when, both your own and others. It's easier to adjust when you shift from one class to another, because the details differ, but the framework remains consistent.
Of course, as with literally all such things, you need extensive testing. That's how you learn what's a good, worthwhile design and what's well-meaning but foolish or (all too often) a designer's pet idea inflated and emphasized well beyond its actual merits.
Some forms of resource management are just annoyances used to trip up the use of excessively powerful abilities. Some are just dull bookkeeping without any real need to exist (other than...well, because tradition says so.) A few are really cool ways to force difficult decisions when otherwise you would just do whatever you want, whenever you want. Finding the latter amidst the mountains of the first two is no easy task.