Thus, it makes sense to have 2 long rests and 4 short rests in a single 24 hour day.
It still sounds like a lot of work, with almost none benefit ...
I mean, yeah, it would look better ... but beside that?
Also:
Again, long rest = 8 hours. Short rest = 1-3 hours. So between 2 short rests and 1 long, that's roughly 12 hours
Im not quite sure if i follow your math here...
If you are resting twice per day 8 hours each ... and 4 times per day by 1-3 hour ...
You spend 16+(4 to 12) hours resting ... that means you are resting 20 to 28 hours per day?! O_o
2. Long rest changes day to night or night to day so we can move about by night.
So far Best idea about time passing i read around here was tie it to Short rests ...
With every short rest play few seconds long animation, move time a little ... morning > day > evening ...
Its not ideal, but one huge benefit here is that this system have litteraly zero kolision with curent state.
Yup, you woul still not be able to sneak in goblin camp "by night" technicaly ...
But its compromise.
3. Either remove food altogether or give it more purpose. I honestly didn't need food at all even when I didn't pick up every little thing I could.
Then dont ... problem solved, move on.
4. If people don't like random encounters, then maybe it should just be that resting is restricted when someone is in a hostile area.
Then dont ... another problem solved, move on.
"I killed 1 of the goblin leaders. Is that okay with you other goblin leaders? Is it okay if I just rest now for an hour or two in your lair? Thanks."
Better question is how should other goblin leaders know?
I mean i see you set things so it suits your example ... i mean unless you cause alarm, there is no reason you should not rest here for hour or two ... since nobody else know. O_o
I get why you want to let short rest be anywhere. It's easier for newer players and cuts down on the need to find a safe zone.
And i still cant see litteraly even single thing that is restricting you from running to Gut's lair, and to Underdark, to waypoint, where you can teleport to your camp ... and there rest, eat, heal, and to whatever you wish, after every single goblin leader killed. O_o
I mean, what would you get from this restriction ...
You kill goblin leader > you run to nearest waypoint to teleport to camp and rest > you run back to dead goblin leader ... perfectly possible with your restriction.
Benefit? 10 more minutes of useless runing through empty places from A to B and back. :-/
Is that your idea of fun? O_o
Restricting players provides greater danger which thus creates greater excitement. No restrictions makes the game too easy and items practically useless.
This restrictio in particular provides litteraly no ganger, no exitement and no edge ...
It provides only more boring content. :-/
I mean it looked good in Lord of the Rings, when camera was flying around our heroes and showing us New Zeland landscape ... but there is reason, why this was not 8hour part of the movie. :-/
instead of saying "I'm tired, let's call it a day", maybe they could say, "Hey. Can we talk?"
Add there "when you have time" and im all in to give you my +1.
But:
Even if important dialogue must be tied to camp, let me trigger the dialogue by fast traveling to camp without necessarily ending the day. The point is that I don't want to End Day every time someone has something important to say to me. That is SO contrary to what is happening to the characters. It just seems so stupid to me to End Day just because Gale wants to say "Go to Hell."
You are looking wrong at this, you dont "end the day just because Gale wants to say "Go to Hell"" ... the day just edned, from imersion point of wiev naturaly, and now, when there is no immediate danger, Gale is simply watching the fire, thinking ... and then he says "Go to Hell".
On the contrary, when if your demand will be fullfilled and we will be traveling to our camp at any point, just to talk with our character ... we would, as you say, ending or interrupting our adventure, just because Gale wants to say: "Go to Hell."
That would be pretty stupid.
Like other players, my first few playthroughs really skipped a lot of this because I was fearing that if I ended day too many times I'd turn into a Mind Flayer. Even when people said it was different, I didn't believe them. I was thinking, "You don't know. You haven't the foggiest idea what's happening to us. I'm not going to risk it. I'm going to end day as little as humanly possible so I don't move 1 step closer to whatever is happening to us." So I missed a ton of dialogue because I was playing it smart and doing well enough in the game that I didn't need to End Day frequently. Basically, I was punished for doing what I should be doing.
Just bcs Early Acess is limited ...
There isnt (as far as i can tell, its not official!) so far even whole Act 1 ...
We dont know how many Long rests would we need to explore whole story, nor even how many long rests we would get during whole Act 1 ... and even the most insomniac party, should be able to long rest enough times to get at least some basic idea about companions story ...
I mean except people who "managed to get through EA without even single resting" ... wich, sounds more like challenge, than actual "imersion-focused" smart playthrough.

6. I would still love an Auto-Search Area feature. I'm not asking for much. Larian has already put this into place in many areas when it comes to finding traps or hidden objects. Dank Crypt lever to open the door being one such example and the traps in the Dank Crypt being another. Make it so that wherever I go my character is Auto-Searching for useful items so I'm not being forced to play Hidden Objects games in every inch of the world. Items Larian wants me to find should be lower difficulty, along with common weapons and equipment, so I'm sure to find them, and items that are more like bonuses should be higher difficulty. Useless junk like forks and knives should simply not be highlighted. If you want, keep it so people can still pick them up, but at least make it so that I can find the good stuff easier.
I dont understand this ...
Are you talking about pasive perception dicerolls? O_o I thought they are working like that.
The Necromancer's Lair Key is, again, the perfect example. To find the key, I had to carefully hover my mouse just right over the key in order to highlight it and pick it up. Even when I did finally manage to spot it, I tried clicking on it and instead accidentally picked up an item near it. Highlight important items if I succeed in a Perception check and make it easier to pick up important/special/useful items.
Again i wonder what are you talking about ...
You mean that place where you find Necromancy of they book? Im not sure right now, but i would swear that key is high-lighted by holding Alt button ... and even if you miss it, its whole purpose is only shorten way out, that is hardly conciderable as "important" item. O_o
So even if you don't get rid of all the useless junk, help me find good stuff easier so I'm not wasting so much time carefully searching every little corner of every little room in the game.
I dont quite understand you ...
On one hand you demand full imersion, when you need to run forward and back to rest or find "safe spot" ... on the other one you demand geting rid of almost everything that is not explicitly conciderable as usefull so you "dont waste time" ... O_o
Can you choose please?

7. Inventory management efficiency.
I know im gonna repeat myself ...
But once i get autoasign specific type of items to certain party members, and automatic redirect of items to another party member, if my inventory is allready full ... im quite happy.
So, I did discover some issues with my idea of limiting slots. It is pretty annoying having to have only 30 slots of inventory because you can't just have 1 character pick up everything and then redistribute it amongst the others as needed. Still, I think that Larian should at least give items their proper weights. Ring Mail should be 40 lbs, not 20. Leather Armor should be 10, not 5.
So you now understand that halving carry weight is bad, so instead of that you sugest doubling weight of items ... and have feeling there is some difference between those tho sugestions? O_o
It seems like weight is halved and characters' carrying capacities are doubled. I say that we should at least keep to the D&D 5e rules for this, if no other restrictions.
Same question as it was with resting ... and i feel like i was asking this allready. O_o
What benefit for game would this restriction bring? Except that, you would need to run back to vendor twice as often ... that dont sound much fun to me. O_o
What is the purpose of restricting? Roleplaying games are supposed to be immersive. That is the whole point of the game. You are supposed to put yourself in your character's shoes. Having the ability to pick up endless items, carrying around six suits of ring mail because they only weigh 20 lbs, etc. is very unrealistic.
I mean, what is wrong about Chain mail weight 20lbs on Faerun?
Its not Earth. Do you know how many G they have on Faerun? It seems like not 1, otherwise their dragons would not be able to fly.
Also, im not quite sure about this ...
But i cant help the feeling that lockpick, or the potion, or apple, or wooden spoon, or w/e else ... usualy dont weight 1lb ... that isnt imersion breaking to you?

Now I have to make sure that I carefully sell each thing I want to sell and carefully NOT sell things I don't want to sell. (I've made that mistake more than a few times, selling something I didn't want to because I thought it was useless junk because I simply had too many useless things in my cue that I was selling.)
OR! you can use Wares function ... i bet that is its purpose.

If I can get through the game without having to manage all this stuff, why make me even have to deal with all this useless stuff? It's just pointless clutter that distracts from the story and overall excitement of the game.
I would expect you to know this answer, concidering how often you use that word ... its Imersion.

Do you even know for how long people were making fun of Skyrim, just bcs there is no spoon on any table?

Also ...
It seem to me right now like you being one of those people who wanted larian to completely change whole settings, jut bcs you dont have enough self-moderation to play the game the way you would like it. O_o
Categories could be: All, Weapons and Armor, Potions and Magic Items (such as magic necklaces, rings, etc.), Food and Drinks, Wares (like spoons, forks, plates), Key Items (such as story items that will be needed for the future), and Miscellaneous (for those things that really just don't go anywhere).
There are categories in inventory. O_o
You just need to filter it yourself.