Oh thank you. I'm glad you liked it enough to share. I already had it on reddit, but appreciate that you wanted to spread it around, so thanks!
Regarding resting query, i agree this can be tied to difficulty options, but i have to say the following would be my ideal pacing:
Before party goes to a dungeon we Long rest in camp (preparing for new adventure, filling up resources, discuss our approach with party)
Go to dungeon, camp resting is disabled during this time, which keeps resource management and exploring lethal locations interesting and tense it avoids the immersion break when the party "teleports" back to the woods in the middle of the dungeon
Once getting out of dungeon, ending the day and doing a long rest again to discuss with party what we have found and regenerate for next adventure
I think a balance like this would be great, though we'd have to see what counts as a dungeon for this. An example from Early Access is the
I think it's a bit too large with too many encounters to count as a "dungeon" instead of an area. So maybe have certain areas that are considered "safe" in it that you can camp.
regarding classes and actions, i agree fighters suffer because of the disengage story, also i would prefer to have more actions for them like the currently weapon-specific skills like cleave/slash/pindowns (disarming, grappling, breaking armor/weapon etc) to spice up non-magical classes and maybe most of these can be limited to proficiency/class
A variety of actions would be pretty fun to have. We'll have to see where they go with this though.