There is also a related issue if characters are taking repeated damage at the end of a battle, for example if some thing or person explodes causing 3 rounds of fire damage. When the battle is on it is easy to allocate cures through spells or potions. If the battle ends it can take a long time to negotiate the number of clicks required to give in time to save both, or even one. This may be possible in multi-player (though I suspect it requires good coordination) but it is a real pain in single player.
I think it would be better if the player decides when turn based action ends, maybe from a simple "End combat, Yes/No" frame, repeated as necessary.
Perhaps visible fire and other hazards should be treated as areas where characters cannot step when not in combat, with the effect being cancelled when combat starts. That way you could still run through flames if necessary for tactical reasons, and it avoids issues with the way the party formation regroups when a different leader is selected.