I recognise your problem, Paul. And the way I see it, the hard truth is this: the recovery times set for how long it takes to get better blissed out on chillstabs suppose that the recovery time on your own, "like everybody else", is way longer. It's like, the rules say "3:00 or 6:00 harm goes away by itself" and we immedately jump to the conslusion that it goes away by itself with no side effects and in a time that allows for PCs to keep "adventuring" at their leisure.
If you want to use the stated time intervals in the Angel playbook, you have to make ordinary healing very un-heroic and (sorry) taking characters out of the action action for looong stretches of in-game time. I have a friend wo damaged her arm somehow when lifting over her capacity. I can't imagine any MC would have set that to more than 1-harm. But she couldn't use her hand properly for a year, and was thus out of work. That's reality, and make it seem real, right?
I know the feeling, sitting with the Angel playbook, telling the player "great, you spend the stock and they're on their way. What does it say, more exactly?" They read aloud, and everyone goes "huh" because your ordinary "hey, why don't you all erase one harm from last session, it's been a couple of days" has been way more lenient.
I know that if I want to keep the rate of background healing I've been doing so far in AW, I'd have to buff up the Angel.