Oh man, grysqrl! Your suggestion would be cool. It might double the game's size on our hard drives, but it would be awesome.
Bringing it back to my main points and trying to keep it simple.
Story requires end day camp long rest. Not good. Story dialogue character interactions need different triggers. Not end day. Otherwise, to get story you have to end day too frequently. Playing from scratch, I am getting it all over again. Crash on shore, meet Shadowheart, fight a few monsters, long rest for story dialogue with Shadowheart. Meet Astarion, Gale, get into ruins, Astarion says, I need a bedroll in my near future. Long rest and dialogue. Before I even get into the heart of the ruins, TWO days have gone by in order to not skip dialogue.
So I don't mind giving people full control over end day, but don't force me to end day so frequently or I might miss out on fun character dialogue.
Here's another idea:
Use D&D 5e rules for rests. Give people unlimited short rests with Hit Dice. You use up hit dice, you don't heal at short rest. Apply arcane recovery rules, etc. Limit healing items to force people to use rest more, especially long rest. Long rest doesn't end day, it changes day to night and night to day. Make dialogue occur whenever you either long or short rest.
Bam. Problem solved.