Hopefully this camp concept is only used in EA and completely reworked later. It's much too convenient and unimmersive as it is, but imagine teleporting back and forth from where you go at the end of EA.
Why aren't they using the Druid Grove as the first "hub" or safe haven? It already is the town or inn equivalent in that area. That would also involve the party much more in the whole situation with the Druids and the Tieflings.
There's also another abandoned camp site that could serve for a long rest in the wilderness.
I don't understand why the pocket universe camp is needed. Localized long rests would be much more immersive and in the spirit of D&D adventuring. The feeling of safety knowing you can always teleport to a pocket dimension camp with the press of a button and regain all HP and abilities has to go. Resource management also needs to be a factor in a D&D game. D&D is not a system where you face every encounter at full health and resources.