Most player's I've gamed with have been highly adverse to "down time". I don't quite understand it. It's not a race and starting characters are all quite young. Why the big rush?
When I GM, I tend to enforce it to a certain degree, by requiring PCs in service to certain organizations to spend time at those locations, participating in holy day celebrations, teaching, etc. I also require a minimum 3 month period to gain a new class when multi-classing (find a teacher, etc). All in all, I find it much more realistic and satisfying than "we go all out, non-stop for an entire year without a rest - now we're 19 years old and 20th level!".
But then, I also add in time during travel, to cover things like bad weather ("sorry, it rained really hard and the road is a sea of mud"; or "a bad storm is keeping all the ships in port"), lack of wind while at sea, resting horses (don't tell me your horse travels it's maximum distance for 40 days without a rest...) and so forth.
As a player, I will sometimes insist on a couple of days of rest here and there.
In the FR campaign I'm playing in, I did some meta-gaming with the GM, insisting that it would be way too convenient and suspicious to just happen to find a ship going from Mimph to Sembia the very day we happen to be looking, that it very probably wouldn't be going straight there, and that he should add in some travel time due to weather and port delays. As it turned out, we ended up crossing over to Turmish, going overland to the other side, then taking a ship that took us on a round-about passage to Selgaunt.
Then after leveling up, my character needed almost a month of 'down time' to read some scrolls and copy them to his spell book. So when we completed a task which took us to the Abbey of the Just Hammer, he told the rest of the group to meet him in 30 days in Taver's Mark. What they do in that time is up to them. Heck, when they show up, I might just ask for another tenday to attend to some personal business.