The typical wizard doesn't have recovery. But Harry probably does by Cold Days, so that might account for some extra spell-casting. Maybe?
Yes, I agree with what you are saying, but if you have wizards constitution, you can recover from a minor consequence after "the next scene" because you don't really need an excuse to start healing. But if you run 3 scenes that are all the same combat, you probably don't want to allow that...but by RAW, you could...even without a recovery power.
So technically, in scene 1 you take a minor, scene 2 you still have the minor by scene 3 you've recovered. Given my example above, it probably doesn't make much sense.
I think we're just agreeing with each other here.
Wizards constitution takes away the "measures need be taken to start healing" aspect of justification to heal. It does not take away the "down-time is needed" part.
During Combat there is no down-time to start healing... hence no recovery without a Recovery Power.
As we all know, the RAW in the DFRPG often rely heavily on people not trying to squeeze them for every little advantage. This is one of those cases.
Wizards constitution is not meant to provide a hands on advantage, it's more a narrative device... which is why it costs 0 refresh.
But we're starting to drift away from the Spell Endurance issue here.
I think the harsh limitations on how many spells a magic user can manage per scene are highly important in terms of game balance.
Magic is already extremely potent in the DFRPG, and if one took away those limitations it would go totally of the rails.
One way to increase the number of spell per scene i would consider, would be the sponsored magic route. Take on debt to cover the base stress of a spell. that would, theoretically, give you an unlimited number of spells per scene, but at a cost... a potentially really high cost. One Compel per free spell thrown... it's something to use in desperate situations... as it should be.