That's good, in general. I'd expect they're still working on stuff and maybe the 4-5 stuff will come in an expansion. I'm happy about 7. 1 made me think of healing surges and the effort to (a) reverse the 15-minute adventuring day where people flee the dungeon after every fight to rest up, and (b) prevent the Cleric player from feeling like all his spells have to be healing. I'm not sure there's a problem in either, just how the game is run.
For example, if the players fight and flee to rest up, they won't make much progress. Intelligent monsters will make preparations while they're gone, which will make breaking back in to the same part more difficult. Anything to encourage the more effective method of adventuring, which is to conserve resources until they're really needed.
After all, 4e potentially has the same problem, with players using their Dailies to alpha-strike the first fight they find and then flee to recover. From what you said, players could do the same thing in 5e with daily resources like short rests. Do you guys think that seems like the case?
I've seen suggestions in OSR blogs a over a year ago to consider HP as your fighting ability, heroism, and stamina. You recover those really easily, like in a 10 minute rest (sound familiar?). If you get hurt to 0 HP you suffer some specific injury like limb damage or something, possibly death, which are harder to heal. This changes the resource of HP from something that you manage over the course of the adventure to something you manage during a "scene" which might just be one fight or several encounters if you don't have a chance to rest. Tie spell use to HP, or use a separate Spell Points system which recovers the same way, instead of memorization - suddenly there's no 15-minute adventuring day.
Unfortunately, by effectively removing HP as a medium-term resource, you remove an element of gameplay strategy. Another person might say by doing so you simplify the gameplay which could be more fun. And you still have the possibility of a 1st level someone getting hit by an axe and dying (pretty unlikely), or having a limb hacked into (fairly unlikely) which I think is pretty darn important. If you want tough beginning adventurer PCs then start everyone at level 3, but you shouldn't have to stab an orc ten times to drop it. You also still have the possibility of wounded people staying wounded for days or requiring magical healing, because they went below 0.
Heck, I might try that houserule the next time I DM a game.
But for some reason, healing surges / limited short rests just feel like a stopgap measure to fix a subsystem that's either working fine but not being played right, or working poorly because people don't like to play that way. Feels like a great place to put in two rules (maybe labeling one as Optional) and letting people decide. Of course, doing that means you can't just have a magic item that gives extra short rests or affects the short rest roll, or affects the wound-causing roll: it would have to touch on both rules OR it could apply to an element they have in common (reducing the length of a short rest, giving bonus buffer HP, healing HP). So it could still work but would require some finesse in game design.