Consequences and tension come exclusively from the narrative
Time contradictions with attrition scenes: Interlacing
If you do something totally different, the scene just stops. Progress is lost based on dice rolls, determined by the table, depending on how far they go.
If you do something related, but not originally planned, add success requirements to the scene as necesary.
Other activities can basically happen as much as you want if there's no narrative reason for there to be tension. (Which is to say, if the failure isn't interesting.)
Should crafting and resurrection still happen at fonts?
Yes. Especially from a worldbuilding perspective.
Originally, these existed to provide tension and interest to crafting. They no longer need to serve this purpose.
They have other benefits though:
Interesting setting element
Microcosms of power/weird physics/whatever without breaking the rest of the world
Thematic and mechanical throughline for dungeons
Reducing themes of genocide and looting
Gives opportunity for danger and fights that are away from population centers
In-universe explanation for why all that gamist shit happens vis a vis dungeons
Extended rests: 2 downtime activities are messy
The world should keep moving around the players, even during periods of extended rests.
It need not move to do bad things though. It can be good, bad, or totally neutral.
You can have as many downtimes as you like, but they should be spaced out with other scenes inbetween.
Attrition scenes:
Change how and when they should be used
Add the new stuff about when they should be paused/reset
Fonts:
Worldspeaker's guide to talk about how these can be any interesting magical place, not just dangerous ones, although the dangerous ones are easiest.
You can now run FoP without the titular fonts of power, but it's less interesting and fun
Add information on their current benefits
Extended rests:
Change to not have the "2 downtimes" thing
Add advice that you should intersperse with other scenes. These scenes can be good, bad, or totally neutral. The important thing is that things happen while resting occurs, and that the resting doesn't become a homogeneous blob.
Consequences:
As with skill checks, consequences should only happen when failure is interesting.
This applies to consequences with crafting and resurrection now too. (Although transcendence will always be a thing.)
If there is no narrative reason for the tension, you can Just Do It.
Attrition scenes:
Fonts:
Extended rests:
Consequences: