huppumies: I'm gonna go against the grain here. I generally prefer checkpoint based saving. I find that the ability to save at any time - while convenient if you have sudden outside interruptions - makes me a lazy player that just throws quicksaves at a problem until I get past the challenging bits and I don't really learn to play better, if that makes sense. I'm also wary of developers balancing their game with the ability to save at any time in mind, since that can make for really hard games in an unfun way. 90's shooters suffered from this, I think. That said, the "checkpoints" need to be reasonably spaced or you have other issues.
Resting? Depends on what you're going for, I'm not too picky about that.
I kind of agree with this. I actually prefer it when games are a bit less permissive about saving, as it is more challenging and I find the temptation to save scum can often spoil immersion. They're not RPGs, but I liked the way Dark Forces and AVP handled saving. In DF, you get a certain number of lives to complete the level; in AVP (which I particularly liked), you can save anywhere, but you are limited to a certain number of saves per level (depending on the difficulty setting).
Pausing, OTOH, is something I think games should let you do anywhere, including in cutscenes. That would help with the 'kid-walks-in-with-arm-bitten-off-causing-me-to-miss-important-cutscene' syndrome, but without encouraging save scumming.
Regarding resting: I like my RPGs to be realistic and immersive, so resting should be permitted anywhere it makes sense in the context of the game world. I quite like games that allow you to try to rest even in unsafe areas, but with an increased chance of being disturbed by enemies. That then forces players to have to make a judgement call. It also helps when traveling back to a safe area is not risk-free (one of the issues with widespread access to fast travel). Another way to do it would be to make 'camping rough' provide less healing than sleeping in a warm bed; limit how often you can rest; and make it non-trivial to get back to the safe area. I can't think of many RPGs that stand out as doing the resting really well, tbh.
Of course, in RPGs where your magic points recharge automatically over time, resting is often not even necessary. One of the things that (imo) makes Divinity: Original Sin too easy is that spells recharge fairly quickly, so your healer can fully heal the party after every combat. (the other is that it is too easy to flee combat and teleport back to town whenever you feel like it)