So,
Q1: Mokay. Sounds good.
Q2:Hrm.
Rodney Thompson said:
Daily refresh rates on resources do not cause short adventuring days; the ratio between the number of those resources available and the length of time it takes to spend those resources is the cause.
In other words, having # spells per day isn't the cause of the one-encounter-and-rest problem, the problem is actually (# spells per day / # challenges), where the problem was caused by a low number of challenges?
Okay. So the problem isn't that dudes can "go nova," the problem is that they're not then forced to slog through more encounters bereft of their novas?
Yeah, all right. But as long as resting remains in the hands of the PC's, how ya gonna enforce that?
I've got some ideas, and
I've done some math.
Essentially, the idea is that your rewards for the "adventuring day" come at the end of the day, and that if you take a break before the end of the day, you don't get your rewards, and the challenges you're expected to face replenish.
Rodney Thompson said:
This is one arena where at-will spells come in very handy; one of the biggest reasons that spellcasters often burned through their spells very quickly was a desire to always be doing something magical (thus, living up to the promise of a class whose schtick is spellcasting). At-will spells let you do magical things and thus reduce the temptation to burn daily resources.
I still don't want to play a wizard with at-will magic.

I am perfectly fine crossbowing it up half the time or more. Though I agree with Rodney's evaluation of player psychology here, I would say, "If you want magic to come free and easy all the time, that is what Warlocks are for. If you want big booms and a few of 'em, THAT is what Wizards are for."
It's mostly about what you expect from the experience vs. what the experience delivers. As a wizard, I EXPECT to have to carefully ration my spells. If I want to do something magical all the time, I should play a Warlock, not a Wizard.
Q3: Huh.
I like the idea on the face of it that most modules won't require you to do anything markedly different with your character. I like the idea of using an "archer" theme for "sharpshooters," of engineering character abilities to be broad and flexible, rather than narrow and specific. I'm
very fond of the idea that the effects need to be big and dramatic, regardless.
Which means I can kiss those fiddly 4e "shift one square/push two squares/teleport your WIS modifier/skip three squares horizontally/etc." plastic-pushing bits goodbye.
Our 5e fighters will not be steping-shifting-steping-moving-pushing-stepping.
They may very well be knocking that ogre across the room, though.
That's cool. That's encouraging. That makes me a little less freaked out by the fact that everyone at WotC seems to really really <3 minis combat.