That’s a neat idea. It would be a pretty simple change to just have everything take four hours. I’m not sure what it would do to balance, and I’d probably leave in the legacy system of clock ticks, but it might help make things easier.
The biggest risk to changing mechanics is just that it’s not adding content. I’ve been lazy/busy and haven’t written the last two encounters.
As for save scumming, I was leaning pretty hard into the roguelike ‘lose often’ style. If the early game isn’t enjoyable then maybe I’ll have to try and add some one-time things at the start to move people along faster or do some kind of new game+.