Lanefan
Victoria Rules
This last is a key point: it could be my imagination but I get a sense the dynamic - both player-side at the table and backroom-side at the design level - has changed over the editions from combat being risky (the party could win, tie, or lose) to combat being a foregone conclusion (the party will win). It's gone from war to sport, in other words.I think the design goals of "gritty and attrition-based" and "fighters that get to feel awesome" are fundamentally incompatible. That said, there's at least one daily resource all classes have in common: hit points (and hit dice). Sure, fighters get to recover some once per short rest with Second Wind, but Second Wind scales really poorly.
Also, IME it is rare for the recovery rate of enemies to be relevant. It doesn't matter if the bandits recover their resources on a short or a long rest, because they're dead after the encounter.
If you're using an attrition-based setup then enemy recovery rates can become very relevant in situations where you can't or don't defeat them all in one go; when you're nibbling at the edges of a village/castle/dungeon/camp too big for you to take on all at once, for example. Why? Because while you're nibbling at them, with any luck they in turn are nibbling at you, with each group slowly weakening the other as the days go by.
Overly-generous recovery for just the PCs makes this model moot, while overly-generous recovery for everyone makes it a bit farcical.