No. I haven't though a tremendous amount about healing points, but that brings up an interesting parallel resource management behavior in RPGs. I've seen (and talked to) innumerable gamers who say they end games with inventories full of consumables: potions, wands, scrolls, etc. The most commonly cited reason they give is that they don't know when is/isn't a good time to use them. Also, because they often have no idea when they might get more, they don't want to run out. It's sort of the inverse problem of rest spamming.
Yes that's where I was going with that. You seem to worry a lot about this "prescience" problem, and I really don't think it's that big a deal. (People really did enjoy those games after all.)
And to repeat myself a bit, I'm only aware of 2 serious attempts to solve the problem completely, those being Dark Souls and Dragon Age. Dark Souls is the most hardcore solution possible, with rigid controls on healing, resting and saving. This worked for them but it's risky as hell if your gameplay balance isn't tight as a drum.
Dragon Age on the other hand went the other way, the party was fully restored after every fight. It made weaker fights meaningless, encounters as a whole became repetitive and completely lacking in tension unless there was a genuine risk of a total party wipe. Is this the direction you favour?