I love the idea of divorcing world-time and time required for short/extended rests. It makes you able to run different types of adventures out of the norm.
The one that comes to mind is a kind of political adventure with a lot of skill challenges and roleplaying, over a long period of time. With the normal rest system, the party is at the top of their game for every combat, as you might only have 1 combat encounter in a single day. But if you make every day a short rest and every week an extended rest, it gets a bit more interesting combat-wise.
However, trying to codify a single system or change won't work. It is absolutely dependent on the type of adventure you are trying to run.
One idea I want to play around with to flesh out adventures while keeping the long workweeks is "level 0 minions." These are your basic red-shirts. They exist solely for the PCs to mop the floor with them. They present absolutely no physical danger to the PCs. If they players attack them, they die. Their sole purpose for existing are for roleplaying combats and to populate dungeons, etc. without greatly increasing the difficulty of the adventure.
The one that comes to mind is a kind of political adventure with a lot of skill challenges and roleplaying, over a long period of time. With the normal rest system, the party is at the top of their game for every combat, as you might only have 1 combat encounter in a single day. But if you make every day a short rest and every week an extended rest, it gets a bit more interesting combat-wise.
However, trying to codify a single system or change won't work. It is absolutely dependent on the type of adventure you are trying to run.
One idea I want to play around with to flesh out adventures while keeping the long workweeks is "level 0 minions." These are your basic red-shirts. They exist solely for the PCs to mop the floor with them. They present absolutely no physical danger to the PCs. If they players attack them, they die. Their sole purpose for existing are for roleplaying combats and to populate dungeons, etc. without greatly increasing the difficulty of the adventure.