Not that I actually dislike combat mind you, I would just prefer a game with more of a focus on social encounters and downtime activities.
This is just the balance point I shoot for when designing adventures, and am practiced enough at doing so that the average adventuring day comes pretty close to that, but there are a lot of individual fluctuations on any given adventuring day, I don't quite see how you get "obsessive need" from that.
I am curious though, about why it might feel unrewarding. For me, rewards come from XP, treasure, and social recognition, and I don't see how resource expenditures really factor into it.
But as a general rule, my players would run riot if I threw a mission at them where the expected difficulty with significantly higher than normal (or where the difficulty and corresponding rewards were lower level), they are obsessed with balance and fairness and frequently accuse me of running dungeons that are "too hard" as is.
Also, please, for the love of all the is holy, don't bring the "G-word" into this thread.