Kane
I have many names
This is why I call Josh Sawyer's approach "gamist" - his idea is to manipulate the game's design to accomodate the ways in which players actually play these types of games in practice, as opposed to creating a more "idealistic" system and then hoping that people play it in the correct, non-cheesy way.
The problem here is that health-regeneration - and all other systems that worktowards this "gamist" approach really - also introduce new ways to play in "incorrect and cheesy" ways. Let's face is, exploiting a game's mechanics has always been a thing. The real question is how you can make a "hardcore" game without it feeling cheap while you play it.
I don't understand Sawyer on this issue.
Neither do I, and it's exactly that stance that turned GW2 into garbage. Why do developers think that there's something inherently wrong with an ordered setup of game pieces? It has been working well for thousands of years in chess and other table games and so it caried over to cRPGs quite naturally, what with early TPGs esentially presenting you a game of chess with pieces that can do more than one thing.
What developers try here is desperately looking for something new that is also better, when there most likely isn't, because if there was, it would already have been invited. Anyway, let them experiment.