So, the wand of CLW was in many games a necessary evil. I managed to avoid the problem in 3e with it by allowing auto heal for every 8 hours of uninterrupted sleep and keeping super hard encounters to a minimum.
How has 5e dealt with that problem aside from full heal after long rest (sleeping)? How do you heal hit point drain in your games during the day during and in between encounters? Do you always make sure there is a cleric or bard in the party to provide healing? Do you stock up your players healing potions?
The most interesting aspect of this problem area revolves around games with no primary healer.
(That is, not necessarily "games without a cleric" but more specifically "games without a player liking to spend a lot of her actions on healing". The distinction is subtle, but it's there, and I'll happily expand upon it if you like)
My ideal solution is for the game to offer an
optional rule or agreement for these campaigns - a rule you simply don't use when you have a "traditional" party (with a primary healer).
This optional rule could of course have been "let's add lots of wands or scrolls or potions to the game", but that makes the game too magical for my tastes.
Instead, I propose
a) allowing you to spend a Hit Die using an action
b) replenishing Hit Dice on a short rest
This would allow groups with no healing spells (no spellcaster and no spells-in-a-bottle) to still work as the game intends (that is, adventuring for 5-8 encounters a day).
Of course, such a rule would not suit every group and that's why it should be optional.