Worry is a strong word ...
Agreed. Worry is a a strong word. I'm not losing sleep over it.
However, when
the game design is based on a particular cadence - be it a day in the fiction, or the meta-period of a gaming session - it usually behooves the GM to take that into account in their planning.
Case in point - Classic Deadlands. The game has a mechanic, in which at the beginning of a session of play, players draw three poker chips from a hat. They come in different values, and can be spent to improve die rolls, avoid damage, and so on. Any chips not spent at the end of the session can either be held for next session (you can hold a maximum of ten chips like this), or turned in for XP to be used for character improvement.
Perhaps you can see the problem that arises - if one session does not call for spending chips, the players may bank the power not used for later. Which is fine - it can allow for very cinematic play when the bubblegum really hits the fan, and players have lots of chips in hand...
However, this system was really designed around sessions about 4 to 6 hours long. If you are playing 2 to 3 hour sessions, you probably aren't pressing on the chip economy - character quickly bank 10 chips, and the excess becomes character advancement.
Again, there's nothing inherently wrong with this, but it has impact upon play, and can lead to consistently low-balling the challenges if the GM isn't paying attention to how much they are challenging the players.