Flamestrike
Legend
Your preferred playstyle isn't the only viable one. If the DM doesn't mind the "5 minute workday" then it's not a problem. No need to get adversarial with the "Screw the players" attitude. This isn't your game, it's his.
He wants to adjust 5e to accommodate his playstyle, not adjust his playstyle to accommodate 5e and he's asking for some input on how to do that. Telling him not to do that isn't helpful advice.
If the topic isn't your thing, you don't have to comment on it. There are a lot of threads in this forum I don't comment on because I really don't care about the topic they are discussing, or think the "problem" under discussion is a non-issue.
I'm not saying screw the players. I'm saying the expectation is those resources are to last 6 to 8 encounters. It's the Players job to manage resources within that Paradigm, not the DM's. The DM's job is simply to enforce the Paradigm.
If they're only lasting two or three something else is going wrong. Probably nova strikes. Either your encounters are way too difficult, and the players are forced to nova strike just to stay alive (and this is its own problem because a TPK is just around the corner) or your players are attempting to game the resource management system that dungeons and dragons revolves around and always has.
It's a fair point to make that an unexpected consequence of increasing the long rest resources available to full casters, while simultaneously stripping short rests healing from the fighters, will create a massive power disparity between those two classes. In addition you will have to increase the difficulty of all of your encounters to compensate for the extra long rest resources.
Which means your 5th level fighter is now routinely fighting several CR 10+ Critters or waves of mooks and is unable to heal until he gets a long rest. Meanwhile your 5th level full casters are able to drop fireball in virtually every single encounter.