The rest spam brings up another point. In most other DnD type games, you are discouraged from resting as much as possible, saving that option if you know there's a huge boss fight in which you will need all of your resources.
For reasons that are partially due to the lack of consequences/penalties and are also unrelated to the combat design, BG3 is actually the exact opposite, and it's been kind of a design whiplash for me. If you don't rest spam, you straight up miss out on a lot of story and cutscenes. For example, in my latest playthrough, I managed to get into the Druid's Grove and cleared half of the crypt before doing my first full rest, and it appears I completely locked myself out of interacting with Raphael at all because of it.
They could add a lot of the camp cutscenes/dialogue (mainly the party dialogue ones) to short rests, where the party sets up a brief camp wherever they are in the world. This would:
-make short rests feel more significant and realistic, and less a click of a single button to gain mechanical benefits
-allow characters to still get story content without frequent long resting (2 short rests per long rest = 3x the story content per day)
Why will Gale only tell me his secrets when we're at base camp? Why not while on the road?