That's a really good point, have potions be much rarer than typical which suits my project perfectly (no/few humanoid enemies, or otherwise enemies that would make sense to have potions) making crafting needed to get them in any reasonable amount. Also having the player sacrifice gold for passives or equipment stats to get the higher bonus is a great incentive.
Maybe a dice roll of percentages say a chance of getting 10% 20% or 30% health back and the amounts and chances of the higher %s increase with the better quality? With equipment bonuses on top.