Oof! That certainly sets a different tone for 5e games.
As long as you have enough spell-based healing, extra-punishing rest-&-time rules just stop coming up, at all. Of course, it means that the band-aid casters blow most of their slots just keeping the party going through a few combats, so the party can't begin to handle 6-8 encounter days, and the non-healing caster or two prettymuch carry the day as far as actually doing dramatic/important things go.
It's prettymuch a caster-appreciation variant. Anyone in their right mind would turn away a would-be party-member who didn't bring substantial spell power and/or his own healing. Fighter? no, you're dead weight (I mean, unless you don't mind just dying, then you're a disposable meatshield), we'll take another Paladin, thanks.
Basically 1e all over again. ;P
My table uses a mix of a couple of DMG variant option for Long Rests. Short rests are as normal.
Long Rest we use the "regain all HD at the end of a LR and you can use them to heal HP" from Healing Surges (only part we use from that) and Slow Natural Healing where you don't regain any HP at the end of a Long Rest, you have to spend HD to heal any HP without magic.
Not bad. Not sure of the point, exactly, but not bad.
I am looking to research different types of HP recovery rules. What does your group do when you have a short or long rest? How do you handle HD recovery?
The most I'll do is vary the availability/duration of Short/Long rests. So on a long journey where you only see occasional
action, short rest is 8 hrs, when you reach a safe/comfortable place to stop, long rest is available only at your destination.
Conversely, an intense raid or dungeon-clearing expedition, 5 min short rests, if you need a long rest, you'll have to leave & come back, and, per tradition, everything will be shuffled around and re-enforced - or just bugged out & stripped to the walls if you were really kicking it.
But, I wouldn't mess with healing separately from the rest of the short/long rest mechanics, doing so would only further exacerbate class balance problems and make encounter guidelines that much less useful.