What is your own ideal rest mechanic that you use or want to use for the game.
In 5e, per day, the standard rest mechanic assumes about 6 to 8 encounters until the next 8-hour long rest. In addition, there are perhaps two 1-hour short rests, between these per-day combat encounters. So the standard schedule tends to approximate something like:
Long Rest − 3 encounters − Short Rest − 2 encounters − Short Rest − 2 encounters − Long Rest
This standard schedule seems to happen less frequently than intended because the same hostile environment that fills a single day with about seven combat encounters is the same hostile environment that makes full 1-hour short rests less obtainable.
Nevertheless, many adventure stories take place in a hostile environment, such as an underground dungeon crawl, and the schedule where each night is a long rest and a short rest is an emergency triage, seems adequate for many gaming tables, at least upto around level 12.
For much of the adventure, especially levels 5 to 8, also 9 to 12, there work out to be 2 long rests per level.
The difficulties with the rest mechanic include:
Story Setting
• Some stories make combat less frequent, such as a well-policed urban environment or seafaring ship, one combat between long rests.
• Some stories make combat more frequent, making a 1-hour rest implausible.
Story Mood
• "Gritty" stories portray fragile and weary heroes, making an 8-hour full refresh feel too vibrant. Here prefers 7 days of relaxation or similar.
• "Heroic" stories portray action heroes, full of urgency and power, making a 1-hour short boost obstructive. Here prefers a 15-minute break, 10, or 5.
Gaming Balance
• Some classes depend more on long rest refresh (Wizard) and some depend more on short rest (Warlock), so straying from standard affects balance.
New Mechanic: Proficiency Times Per Long Rest
• Most editions of D&D relied on the 8 hour or week long refresh long rest. 5e short rests are new.
• 4e per-encounter powers translated into 5e as per-short-rest.
• The short rest seems to be the most difficult regulate routinely if story makes the standard schedule less plausible.
• Designers recently employ the proficiency times per long rest mechanic, where one might expect a short rest.
• A hero can do the feature a number of times equal to the current proficiency bonus. This number increases while advancing in levels.
• Perhaps the designers are phasing out short rests.
• If short rests disappear, the amount of time for a long rest becomes easier to "dial", while the proficiency times per long rest regulate accordingly.
The above is many of the considerations. What is your ideal rest mechanic?