I've long been bothered by the high power of the Long Rest the relative weakness of Short Rests in my D&D 5E games. It always seems that if a place for a short rest can be found, a place of a long rest is only slightly more elusive. A group on an extended delve need only find that lovely niche to hide in for eight hours and they are miraculously fully healed and rejuvenated.
I'm not alone in this thinking, as I was just pointed at a video by a guy calling himself the dungeon coach. First a link to his video and then my reactions to some elements. Finally, what I think I would like to do in my games.