I would really like to see the whole thing of adventuring modeled in more detail, with micro-gameplay resource management elements and a bit more emphasis on journey (like for example, PF:K started to have something like that with the camp scenes, but it could all have been fleshed out with more detail). Also things like having a Ranger in your party meaning you can move faster across country instead of having to stick to the roads. Having to hunt for food. Detail like that. It has to be adjusted and massaged so that it's not an annoyance, and as always with those types of things, you want some way of quickening it once you've experienced the immersive aspect enough, but having more simulation in that area would give more of a sense of background realism and bind the player closer to the game in the beginning.
Expeditions: Viking had something similiar - you had to manage different roles (hunting, cooking, preserving food, maintaining armors and weapons, guarding etc) at different times. Iirc one person had three or four "slots" in which he/she could do things or rest, but to fully rest one had to spend min. two of these slots, and to heal wounds properly many, many more. You had to have more people in your retinue than just your adventuring party and you had to rotate them heavilly. Some activities were bound to certain slot - for example you could hunt in the first two, but not the last one, and after the camp you could tidy up (action available only for the last "slot"), to minimise the risk of attack next time you rest. Usually I had four more people just to do camping roles or replace my "main" companions when they were hurt or tired.
EDIT: here's more detailed breakdown, I forgot you could have people with traits like "heavy sleeper", who needed one "slot" to rest while "normal" people needed only two.
https://expeditions-viking.fandom.com/wiki/Camping