I don't get how random encounters would make it feel more DnD. If you're fighting something on the tabletop it is usually because your DM had that fight sequence planned in advance and set it up to appear like a random fight.
So like running into gnolls. Sure, those gnolls are scripted, but they are done in such a way that if you hadn't played the game (and thus the campaign) before it'd feel like a random encounter.
Similarly night and day don't just happen on the tabletop. Your DM tells you when night falls and when morning comes based on the time passed. Personally I am fine with the current implimentation of "when you're adventuring it is day, then it becomes night when you go to rest" because that is more or less how a DnD campaign usually goes. That said I would like an option to be able to wait for night to engage in a certain fight. Make it a strategic choice. I'd also like the game to feel more like time is actually progressing whenever I go for a long rest.
Short rests should also be more... I dunno. Maybe have the NPCs sit or lay down when you click it and have you wait 10-20 seconds? Right now short rests feel more like an instant refresher button.
The only limit on fast travel we really need is maybe one to prevent us from using it in combat. Should be simple enough. Lore-wise using the waypoint marks could be described as a short ritual rather than an instant spell.
HP bloat, surfaces, etc. have been talked about to death already.
All that said, I 100% agree that we need more options to set our own traps. There's nothing I like more than a good trap. It makes my inner kobold oh so happy.