You know, I lost my job 2 weeks ago.
So did I
Sensuki confirmed as felipepepe's alt.
If there are at-will healing spells, then you might as well enable health regen rather than make people cast them themselves by rote.
I guess? Or just auto-cast at-will healing. It worked in Rage of Mages.
If there aren't any at-will healing spells, but there are per-encounter healing spells, then you're artificially making people wait until a fight has begun so they can heal themselves, which is kinda weird (although from a gamist perspective might be interesting). Or you might say that per-encounter spells are effectively at-will outside of fights, in which case see the previous item.
Um... how do per-encounter spells work now? Can you cast them outside of combat?
I would make it so if you cast them outside of combat, they only reset
after next combat, so you are drawing from the 'next encounter' pool.
And if they're all per-rest, well, you're back to D&D-style healing resources, but in that case why not just make people rest when they're out of them? Who needs the stamina?
Seems like getting around the dreadful D&D 4E design is not easy.
I was operating on the assumption that spells are being moved from per-rest to per-encounter to at-will as your character levels up, because I remember reading that at some point. Not sure if this is actually in, though.
That would somewhat help with the issues you mentioned, also allowing for a sense of progression when your more powerful healing spells are being moved to the more available categories over time. First you can heal per-rest, then you can heal at will.
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My main problem with current stamina/health system is that even if you are playing well, healing your characters at optimal moments, they will run out of health very fast, especially the 'tank',
forcing you to rest. Maybe this is just the issue with the backer beta party, where there is only one 'tank', but it feels like you have to rest very often, even when playing well. Switching health and stamina around, you could still play with a battered party and while their effectiveness would be reduced (exhausted characters getting knocked out easily), it would not necessarily force you to reload the game, like running out of health does now. This would make resting more flexible.
EDIT:
Sensuki's suggestion to reduce the health damage ratio to less than 1/4 could help too, but it seems like bringing a bigger bucket beneath a hole in the roof, instead of fixing the roof.