I am indeed suggesting that if you have the "you and your wolf gain +4 health" skill, the wolf may be knocked out when you are knocked out because it loses 4 health (if it had fewer than 4 health remaining.) I am also suggesting that the reanimate would lose his yellow die, the stones would lose speed and a gray die if you have stone tongue, etc. That is, your skills are not active when you are knocked out- even the ones that don't cost anything to activate. The only exception to this are skills which say "while you are knocked out..."
And you do think this makes for a better game than the reverse?
Do you think this is how most people would read the rule?
You feel fine with such results as the elixir token being discardable, because that part is stated in the rules themselves, but potent remedies not working?
Would you then also not make the positive effects of the Disciples skills work if, after healing another hero and thus providing him the extra yellow / extra brown he gets knocked out by a trap in his own turn?
I personally think the rules SHOULD be so that Leoric's or Andira's Hero abilities and similar "while within x spaces of your hero" do not work, but passives like Vampiric Blood, Potent Remedies and the ability to discard valor tokens do.
Then again, I also think the rules should be so that movement is more streamlined and does not run into the issues of movement points VS moving X spaces or Immobilize only stopping some but not all movement.
There are luckily still houserules for that.