I'm only setting out the additional or revised approach I'm taking.
Step 1 of Players generate character hooks:
- This may also generate Interlude Encounters (item 4).
Step 3 - Actions,
I add these to the the ones listed.
Shopping modified: PCs may purchase locally available weapons and equipment. Heroes can automatically (without using an activity) purchase goods of Abundant or Plentiful categories. Heroes also automatically can purchase a good that the PC does not currently have and which is either (a) described in their initial starting wealth; or (b) described as appropriate gear to their current career. For example, a Hunter out of arrows automatically finds more and a PC who started Affluent without a healing draught always finds one (this ensure the initial character points spent on wealth give an enduring benefit). This does not require “screen time”. Heroes must only use an action to shop for Common (2D), Rare (3D) and Exotic (4D) items that aren’t associated with their status or career or which are but they want to stock up on (the Hunter wants several bundles of arrows, the rich burgher wants 2 extra healing draughts).
Long Term Care - not doing anything but paying for care in a Shallyan hospice or from a physician. This doesn't mean "spending a month in bed" it means "not just getting a night's rest with first aid etc. assistance, rather complete bedrest in appropriate environment with competent care". The "interlude" shot of your PC is lying in bed sipping broth etc. Normal long term care benefits. Finding a source of care is considered part of the Longer Term Care activity. Shallyan hospices hope for donations in keeping with your means; physicians have steep fees.
Training : Players need to provide narrative explanations of skills, talents, action cards and career transitions gained spending advances. Training can provide this (e.g., who taught you to read and allowed you to become Educated), as can some of the other activities. Many cards can flow from things established in roleplaying and don't require allocating an action this way.
Use a Skill or Action Card : PC’s can use First Aid or Medicine to assist in recovery rolls others are making. They can also use their skills in other ways such as make something with Tradecraft (if the interlude time is appropriate), search for herbs in the wild or make similar checks that flow from skill or item descriptions. The PC can also use an Action Card (e.g., cast a blessing or spell) and will be at Equilibrium for their next scene. This is being clear "no spam healing", you get to use that 'critical curing' blessing once in the entire interlude. Giving someone First Aid while they rest is this Action.
Rest and Relaxation : doing whatever the hero finds enjoyable during an Interlude allows the hero to recover additional Stress and Fatigue at the cost of 1 coin of their social tier per point recovered, with the Player briefly narrating their heroe’s activity. Coming into an Interlude a hero has (a) recovered end of Episode Fatigue & Stress, then first night's rest recovered again, so only down any if they has more than twice stat, so were unconscious etc. Still having a "hangover" in the Interlude makes sense then. Additional rest in the Interlude doesn't recover fatigue/stress - unless R&Ring, it is there coming out of Interlude (as is any gained in it).
Carouse or Otherwise Relax as a Group to reduce Party Tension - each Player rolls a fortune die and a misfortune die (results do not cancel each other out). As many tension points are erased as successes. Activities end up costing as many coins of a character's social tier as the total number of failures rolled (e.g., if 2 brass and 2 silver tier characters roll in total 3 failures, each pays 3 coins of their own tier). Boons can generate gossip and rumours, banes can cause stress or fatigue (either).
Step 4: Interlude Encounter
In addition to listed possibilities, an Encounter may also flow from checks and choices above. If the Player doesn't trigger or GM impose a more detailed personal encounter -- or use a Player created event/choice as lead in to next Episode/Adventure, then a Second Interlude Activity can be undertaken.
I write up personal encounters as mini-scenarios and hand to Players for them to read and prep to roleplay/roll over when their turn comes. Figuring out ways to combine them also avoids spending too much time "narrow casting". Though, all this stuff should be played enjoyably for all to watch.