What is the purpose of limited resources, from a design intent I mean? If it is make the big fights cooler because the players will save their strongest abilities for the BBEG, it's terrible design. Players don't like losing and sometimes "easy" fights go bad, so there's no guarantee those big guns won't come out against the little fish. There are alternative systems you could use to better ensure the big fights are cooler.
The adventuring day and resource management are so estranged from the most common playstyle that I think now is the time to quietly kill it.