@Dext. Paladin: Thanks for the feedback.
@The Old Soul: I would welcome any update that helped to resolve the issue, but I think that seemingly simple suggestion (played all queued cut-scenes at once) is very loaded. Many cut-scenes are designed to take place in a certain sequence with a strong assumption of time passing between the scenes. And each scene takes liberties with the evening timeline. Larian would have to label all the scenes with tags and then make a scene manager to evaluate what could be played during the current rest while still making sense. And then after all that work... does it really solve the issue? If the first cut-scene is a high-priority scene that starts in the evening before going to bed and ends just before waking up the next morning, there could still be 4 scenes queued. People could still be unaware of pending scenes and miss content. Here is a more concrete example if you don't mind some minor spoilage:
I started this post because I was playing The Dark Urge. I was almost DONE with Act 1 without a single rest when I saw a post on here about it being important to rest if you are playing that character. Good thing. First long rest, my character starts the night off being woken by a wanderer seeking shelter. The next morning, just before everyone wakes up, the character has another interaction with the wanderer. Then... the next long rest, another important character shows up, supposedly they found the player because of their interaction with the wanderer from night 1... Not only do these cut-scenes make it clear they are on separate nights, but there is also a strong assumption that some time passed between these two events. A cut-scene manager might be able to squeeze Wyll's special cut-scene in before before the Dark Urge cut-scenes since Wyll's supposedly happen as you are approaching camp, but you certainly couldn't squeeze in a date with Shadowheart. It wouldn't make sense. Or rather, it would be obvious that your "long rest" was at least 2 if not 3 separate nights of resting. That would feel more klunky than a no-consequence partial-rest IMO.
So while I would welcome such a feature, I fear the edge cases make it a big-budget request that might never happen. I want to focus on suggestions that are budget friendly as I feel those have a better chance of implementation.
@Boz: There really is no reason they couldn't give us an explanation point on the camp icon. It would help and it wouldn't be "clunky". As for the freeze time being clunky, Partial Rest is already clunky, so I don't see how re-purposing it to actually provide some value makes things any worse. I mean seriously... Has anyone reading this ever used partial rest for any reason other than checking to see if there are pending cut-scenes without wasting camp supplies? So why not embrace what people are ALREADY using it for and advertise it as being for that purpose. Freeze time on long rests does get a bit more clunky which is why it is its own suggestion. However I made it "best" because it telling people "Resting when the explanation point is visible will always be safe" is so much easier than explaining a special "Partial Rest" button will appear moments before you feel you are about to commit to a long rest (We promise!) that will allow you to see the cut-scene without conseuqence. If a new player is avoiding long rests, they are unlikely to even know Partial Rest is a thing. That is why I thought having Short Rest suggest it and link players directly to it makes sense.
@Madscientist: I agree with everything you said. I assume these are compiled/gathered from a number of other threads/suggestions, or are these all your own?