Stuff of nightmares you say? Dammmmmn I think I can actually use that for something else.
Please excuse me whilst I cackle maniacally 
Really appreciate the suggestion. I was kinda hoping this might have been the sort of obstacle the collective modding hivemind might have been able to subvert by now 
I noticed SKSE has GetDuration(), but no SetDuration() ? bother. Fortunately it's not a super big deal, just slightly immersion breaking when the player recovers from a 3-12h blackout but their 30s duration summon is still next to them 
Maybe I will have to get creative with FastTravel()..... but I would need to operate under the assumption that no markers are revealed.
Can I place map markers at runtime using quest alias'? Just thinking out loud here... This is getting complicated fast because I usually want to move to an interior.
Edit (in response to your edit):
Hmm, forcing a wait would kinda be like cutting off my nose to spite my face. I would gain +2 immersion for temporary effects expiring but would also get -10 from the forced wait menu.
I'm also disabling player controls so I can use that cool wake up animation from the Abandoned Shack when you meet Astrid for the first time. So yeah forcing input could be....jarring.
I might revisit creative applications of FastTravel() as I get nearer to completion.