you always can impose some problem that prevents the PCs to take benefits from short or long rest.
They are called wandering monster checks. Just check every 10 minutes if the PC try a short rest. Be sure to let them actually get in a short rest every now and then. But no short rests after every encounter to recharge.
Long rests are not much of a problem, the party takes those when drained. Be sure to enforce the rule about getting hit dice back at end of long rest, this will make them take less short rests next day.
Back to the build. Trip attack is great since if it works you get advantage as long as creature prone and you are next to them. That's the time to use great weapon master, -5 to hit isn't bad if you get advantage on the rolls for +10 to damage. Your cleric should have BLESS running on you (if he doenst he is crazy) making the penalty even less. It also works with the Polearm Master attack. The reroll 1 and 2's also applies to the Polearm Master attack.
Trip is also great since your rogue can get sneak attack damage in. With 2 of them a trip attack could finish some creature off.
For defense, Heavy Armor Master works INCREDIBLY well. Shaving off 3 points from every B,S, P attack at low levels add up really fast. As a great weapon user your defense options are basically limited to that.
If you rolled these:
str=18
dex=14
con=15
int=14
wis=14
cha=12
And did not include your racial bonus then if you are allowed to rearrange them the consider 18 in con (racial to 20) 15 in strength (racial to 17, the heavy armor master at 4 to 18.)
If that's what you have after racial then 18 str 15 con is fine for awhile. You can then use Durable and Heavy Armor Master to get those up later, and spend feats on Polearm Master, Sentinel, Resilient (WIS) and have fun with those.
Remember for your rogues, the sneak attack is once per turn. So they can get on their turn, then on yours if you use Commanders strike. This burns your bonus action. That's better than you using your bonus to strike with your polearm.
The Sentinel feat has been changed in the errata: Sentinel (p. 169). Ignore “within 5 feet of you” in the second benefit. To me that means when enemies leave the 10' area around you they provoke attacks.
I prefer the Sentinel feat to the polearm master feat since you want to keep them near you and under control, that's your job. If they are within 5' and attack anyone else you get an attack. It also doesn't eat up your bonus actions. In play, that means your rogue can stay near you after his sneak attack since if he gets attacked you get an attack. With the polearm master feat your DM might start just avoiding you.