Problem is that players will assume something is wrong because the vanilla games seldom give you more chests than keys, or more villages than you could feasibly visit, for example. I'd argue it is unintuitive to show more resources to the player than they could feasibly get - it feels more like an oversight than intentional because the player has no way of knowing what's inside without save stating or opening up the ROM. Of course, if the game is explicit in that "you can only get one of these" (like helix vs. dome fossil) that feels a bit more fair.
When one choice is a restore staff on a map with status staves, it isn't really "nice to have", either.
What do you suggest the player counter the status staff with? It's unfair to make the player's ability to get through a map without waiting out the status staves based on whether or not they opened the "right" chest in the situation.
A better way to individualize the experience is to focus on units and letting the player have more units to work with to vary up their runs vs. items they can miss if they get a chest that is less helpful to them IMO.
Hope that's helpful.