Do you foresee reasons why this won't work?
The Rule of Unintended Consequences?!

My main concern would be the aforementioned powers & items thing. 2 surges would greatly neuter healing magic powers & items. It seems as if a third to a half of the powers classes like the WarPriest, Warlord, Cleric, Ardent, etc. have include some kind of effect that interacts with Healing Surges (and some items flat out require them to be useful).
Minimizing the number of surges like that, then, amounts to a nerfing that could drive players away from those powers and/or even worse, those classes.
Secondarily, there are certain powers that monsters have that assume you have the standard amount of surges available, and some classes are built with this in mind. I know that some low-level encounters in 4Ed were very tough for our party because the NPCs had synergistic abilities that made them hard to defeat quickly. A few bad rolls, and our Fighter (a Defender class) was dipping into his surges. Then again. Then again. Most of the rest of the party is still shiny and new; he looks like he went through a car crusher. But as a Defender, that's his job.
If he didn't have the HSes to burn, with or without the aid of other PC's abilities, he'd have been toast. And my Warlock would be on the front lines...again...and sooner than normal.