I enjoyed PFK's timers. The beginning "kill the bandit leader (or whatever) in X time" was generous enough for there to be ~no likelihood of failing, but also added some tension to the game/exploring.

Imo the later-game times were also pretty generous. And probably needed. If there were no timers, I would have spent way way way too much time kingdom building. I realize that the name is "Kingmaker," but kingdom management shouldn't be a focus of a pathfinder game. The exploring/combat should.

I also enjoyed having to balance camping (losing resources, real-world time, and in-game time) and keeping adventuring (becoming exhausted and making any set/random encounters become noticeably more difficult). It did a good job of keeping me immersed in the game. If there hadn't been any penalties for long resting, all that tension I felt (tension=immersion=good) would have been removed.

tl;dr: If they include camping requirements (e.g., food) they should also implement risk-weighting (adventure for longer, but higher risk of danger due to exhaustion, maybe something with a timer)

p.s. I interpret potions as being <1/3 of a liter, more similar to capri-sun/juice box than a water bottle.