Both long and short rest mechanics (including cutscenes & dialogue) in BG3 need to be changed to fix the BG3 resting system; making changes to only one will likely do little. if anything, to help.

- Increase the # of short rests per long rest. There's no reason it should be limited to 2, especially because:
- Hit Dice are a natural limit to # of short rests. Since you only get back half with a LR, this naturally encourages players to LR when they have ~1/4 their hit die left
- Untie cutscenes from LRs, at least the ones that don't require night-time. This includes allowing dialogue while traveling in the world and/or during SRs, not just at base camp.
- Change the ability to freely LR anywhere, anytime, an ~unlimited # of times. This can be done using one or all of the following: change the food system, restrict ability to LR in certain locations, and/or have the game react to the # of times you LR (ideally, NOT by causing sudden and permanent loss of content. Changes to content and/or non-permanent effects--e.g., companion disapproval--are reasonable effects imo)
- Make the cutscene where the party initially finds out that the ceremorphosis ISN'T progressing as normal unavoidable and happen before the grove. This directly tells the player that the tadpole situation isn't actually as urgent as previously communicated.

After all or most of that is done, then limits on # of SRs needed before a LR is available or SR limits themselves can be discussed. But honestly, at that point those changes won't really be needed.