How exactly would you have a cool down system in a game with turn based combat? Time is essentially frozen during the round, and each turn is like 6 seconds of real time.
TBH FFIV-FFIX, XIV all have cool down based combat. ATB is essentially cool down based (derived from speed stat).
This isn't quite what cooldowns would mean. Final Fantasy games typically use a mana-based system for skills/spells.
Larian did skill/magic cooldowns previously in DOS2. This is another reason why we're unlikely to see the introduction of skill cooldowns in BG3. They're already being accused of making BG3 too similar to DOS2.
A cooldown in a turn-based game basically means that once you use a certain skill, you have to wait for an certain number of rounds to pass before you can use that same skill again.
Apolologies for not explaining my thoughts in detail with my prior post. Below I'll be talking about cooldowns in abstract.
Where cooldowns get applied is a choice that is not absolute and games don't need to have rounds to have cooldowns. Cooldowns are a mechanic that gates the player. Other common mechanics that gate the player are mana, health, money, etc. Each of these are a cost and cooldowns are simply the expense of time. Anything where the player is asked to spend X time could be referred to as a cooldown. Where cooldowns are used makes a big difference. Whether it's applied to spells or the whole turn, the games feel and play very differently from each other.
Examples of Gating in Videogames In MOBAs (Dota 2 and League of Legends) cooldowns are used in real time, measured in seconds. You can purchase items (money) to reduce your cooldown by X%. In both MOBAs, spells have an associated cooldown cost and mana cost. In Final Fantasy (IV-IX) ATB controls when each character's turn goes on cooldown and the speed stat shortens the cooldown. (Spells share a cooldown with Item, change row, etc.) In Divinity 2 cooldowns move each turn instead of real time and spells don't have a mana cost (although some spells require the player to spend source). In Skyrim, some spells have lengthy cooldowns. The player has the choice to move time forward to wait out a cooldown faster.
Getting back to the topic at hand, replacing rest with cooldowns is like asking to have an apple instead of an orange. Sure they're both fruit. But the taste, texture, and experience are all different. The rest mechanic and cooldowns both put a premium on when certain abilities can be used and it's good to discuss what would actually have a better feel and experience for BG3. How should the spells be gated from the player?
Well spell slots are the resource at hand and resting replenishes the spell slots. If these just go on cooldown I wouldn't have to click a button to rest, but wait out X seconds/minutes. It's kind of nice just being able to push a button. I also worry about combat becoming a grind, so taking a long rest to talk with the party can be a nice reprieve.