I've an idea, actually. In many RPGs, there is some sort of "wound" system. Perhaps Divinity could add some sort of minor inconvenience for taking too much damage in combat?

So upon reaching a certain threshold, a character will be wounded. This wound comes in the form of a random de-buff, and can be healed a certain way or healed over time.

(much like in Shadowrun, where taking too much damage lowered the amount of dice you rolled on checks, or in Dragonage, where injuries happened upon death, but instead, a little more hardcore)

Upon reaching a more critical threshold, or even dying, a character could be given a more serious version of the same debuff, making them mildly more disabled.

Some sort of system that makes injuries or death more penalizing would urge a party to take a cautious route, especially when in combat, increasing the severity of actions that aren't tactical while removing tedium by making after-combat healing more than simply using a bedroll.

I'm used to the D:OS system, and D:OS 2 is just fine, but it seems like an interesting sort of compromise, and an intriguing idea.