Of course if it's a bad suggestion Icelyn endorses it.
EDIT. anyway, since I'm not on my phone anymore, I'll elaborate.
First things first, NO, the game is not designed nor balanced around the idea that you should spam rest at every fight nor that you should have all your load of spell slot available at any encounter. In fact, that would be a perfect way tro trivialize its difficulty even at Tactician.
That aside, "per-encounter" abilities can eventually fit better in a videogame format, yes (they somewhat worked in POE 2, a system entirely designed around those), but the massive mistake being made here in the first place is the assumption that a CRPG*should* remember you that "you are in a videogame" at any given chance, rather than attempting to live up to the pretense of "being off, living an adventure".
A great CRPG should be in equal parts compelling narrative, engaging combat and "environmental simulation". It should at least attempt to sell you the illusion that you are set loose in a fictional, virtual space with consistent rules, rather than remembering you at any given time that everything is "just a game".
Convenience and QoL features should be something to actively chase from the designers WHEN NOT at expenses of the immersion. Which means that for instance the inventory management should be more convenient, not the options to skip any need for camping and resting entirely.
Last edited by Tuco; 12/08/23 03:13 PM.