It is mostly a matter of pace, yes.
However, in some situations it's not just about pace. Say you need to go through a bunch of fights to reach some place (kind alike a dungeon). If you run out of healing across a bunch of mid-level fights and need to go back to a checkpoint, you may still be in danger of getting into another fight before you can get to a teleport. And besides this danger (which is rare)... if you do manage to get to the checkpoint, by the time you return to the dungeon, some of the enemies might already have respawned. So it is not just a matter of pace. They can force you to actually go through a sequence of fights, without returning to a checkpoint. In this case, the trully limited healing matters a lot, beyond the pace.
EDIT: all this stuff has happened to me in other games with the "new rules".
In most cases it is a matter of pace, though. But since you gotta go back to cities, when your inventory gets full, when you need to repair (and run out of repair kit) or are just pasisng by a city... limitting the healing (re-supply) to the cities works very well.
Anyways... if the healing potions can be refilled easily, the lack of auto-healing won't matter much, either. Ideally, healing potions should be treated differently from the others, but I don't think we're gonna get that.