Platypus brings up some other interesting scene ideas. I suspect those can be used by the DM directly, simply by calling for rest breaks and such.
I'd like to refocus my notes on the "healing" problem into scenes to replicate:
3. serious incapacitating wound that leaves you out for a few sessions (bedridden)
This covers when a player is unavailable for the session perhaps. In a game with less combat, more roleplaying, this scene makes more sense. A combat intensive game would be hindered by wounded PCs.
4. serious medical problem that forms the plot of the session (go find cure)
Either one PC (the absent player) is sick and the focus is the cure or the village is sick and the focus is finding a cure, while some other complication looms overhead
6. being wounded and crawling to your friends then passing out (Garibaldi and Marshal Matt Dillan after the bushwhacking)
In theory the hero wakes up a few days later, either to save the day, or to find that his timely information has saved everyone.
8. Getting hit with KO
these happen so rarely in D&D. Usually bad guys die.
I'd also like to note, much like healing, combat in D&D doesn't fit the model presented in fiction. A typical D&D story has much more combat than any book or tv show or movie. An hour long action TV show probably has 3 combats possibly covering a time span of several hours or days. A D&D game typically has many more combats covering the same time span (every other room in the dungeon has a monster). Any messing with the healing model would require messing with the combat frequency model, which is part of how you present challenges and tell story.
Janx