TwoSix
Everyone's literal second-favorite poster
Hey Jose.I hadn't thought about that, but I'd be worried that without reliable healing that they're really going to be dependent on that long rest HD replacement.
I could probably move Exhaustion from a LR recovery to a short rest. I don't think that moving that, or any of the other LR keyed events would screw with anything.
The only other drawback I can think of is that there's a chance that this will segue into future holiday one shots that don't exist in, or even coexist with the overland travel scale. I don't know if it would be wonky to switch gears like that.
Personally, like someone else said, I prefer running 5e in general with 6 hr short rests and 48 hr long rests (with the requirement that long rests happen in a place of safety or civilization). I have trouble running adventures with 6 encounters in 24 hours outside of a lair or dungeon crawl. Lengthening rests makes the party think twice about dropping fireball on random encounters when they know they won't get it back until they make their way to another town. And if you're not going to put any resource pressure on the party during a wilderness chase, you might as well just fast-forward to their destination.

I do tend to give out healing potions, endurance potions (which give back Hit Dice) and sometimes mana potions (which restore spell slots) if it seems the party is struggling. I also give out a higher amount of consumable items to make sure combat can be a little more varied, which was a major concern of mine when limiting spell slots.