IMO, you are unlikely to find a good balancing point for this. If the difference between safe and unsafe options is minimal it does not really matter. If it is a high risk – high reward scenario players will likely use those options if they can ignore or heavily mitigate the penalties (say hello to Suppress Affliction) as odds are against you.
Your foes' combat life is 1 encounter so it doesn't matter that much if enemy caster is paralyzed/loses all endurance/drops deads. You, however, do not have that luxury as your expected combat life is the whole game, which is quite a number of encounters and you are bound to fail sometime even if the chance is low. If the chance is high and not easily ignorable it promotes save-load behavior.
Will not work because someone who wants to rest will. Double time speed and wait. You can push your players only so far before they'll start hating you, and I think this is pushing it into that direction.