InEffect: Unlimited rest was the bane of all RPG's ever. Why even bother with melee? have your wizards turn everything into fiery hell instead. Yay. The light touch of pressure to the player is the best design decision they've made.
MortalKombat33: There could be other solutions, for example, repawning enemies on rest (like Dark Souls).
BTW, from my perspective, most offensive spells are useless, only selected few are strong. Sometimes higher-level offensive spell is actually weaker that low-level one (for example, Blade Barrier is better than any 7-9 lvl spells). Most offensive spells require significant buffs,
Sure, i can uderstand, why this game has so poor AI for party members - if developers couldnt find enough means to make different icons for different spells, how they could afford complex AI? We should be really grateful they made so good game with so poor funding.
If you like Spiderweb Software, his new came, Queen's Wish, tried to solve this issue CRPG's have had since forever. Basically, resource based games with no way to enforce the resource. Well, fix it without just giving up and going to a per-encounter system, like something like Dragon Age did, which has it's own issues.
Basically, once you enter a dungeon, you have to beat it without leaving to recharge. If you recharge, it's back from square one. You can't overstock on potions, you have a set number (that does get bigger) that also refill. So, you have to manage resources to clear a dungeon in one shot.
The game had tons and tons of issues, but I liked the attempt, as I'm really tired of having to put 'rest restrictions' on myself in these types of games.