1.) I'd prefer 3 short rests every long rest, possibly restricted such that you can't long rest unless you've already taken short rests. This would lessen the importance of eating food for HP.
2&3.) I'd be fine with 2 long rests a day, with each shifting it from day-night and night-day. Alternatively, the 2nd or 3rd short rest could change it to night, and then the long rest changes it from night to day.
4&5.) Eh this food suggestion sounds a bit convoluted tbh. If Larian wants to keep food in the game, I'd suggest just requiring a single ration/food item per character in order to gain HP/not gain fatigue during a Long Rest. Similar for Hit Dice, either it should require 1 ration/food item or not require food at all, and not X food for Y HP. Alternatively, get rid of food entirely in the game or make every food item heal 1hp max.
8.) Camping & Dialogue: I strongly agree that key dialogue should be uncoupled from going to camp and long resting. Companions should talk to you while exploring or during short rests.
9.) Auto-Search & Hidden Items: We've had this conversation. I agree with the idea, but with 3 categories of containers/items:
-Not all "important items" should be gated behind perception checks. Some items should automatically be found, possibly via all lockboxes/chests (you know, places where items of value are typically stored) being findable without a perception check and have better than average items.
-Other containers (e.g., barrels, sacks, etc., of which I hope there are less) generally contain worse items, but there's still a chance of them containing cool items and these could be highlighted by perception checks. However, you can still search them manually.
-Hidden items under rags, floorboards, piles of rocks, etc, are only findable via secret perception checks. If you don't pass the check, then they're unfindable.
11.) Eh not in favor of a GP criteria for Take All. I'd prefer if the Take All button never picked up useless junk items. If you want those items, you have to pick them up manually.
Actually, I think the goal should be for a "Take All" button to not be necessary, except in the cases of looting after battles. A given 30 foot radius area should not contain enough items to warrant a Take All button (excluding useless junk).