Treasure isn't area based Stone: There's a few "levels" of treasure that are tied to the individual containers. Theres:
"Garbage (nonmagical)" (barrels, rubble, loose stones etc).
"Low magic (nonmagical with a small chance at m0)" (typical chests and crates)
"Mid magic (m1 with a small chance at m2)" (at the end of some areas, there's one chest or object that spawns higher treasure)
"High Magic (m2 with a small chance at m3)" (we don't have any of these, but I'd say underdark areas might need some of these at particulary difficult locations)
The (current!) treasure system can handle up to m5, but we don't have treasure defined beyond m2.
Heal kits for instance, we could add a single Healkit +1 in the garbage treasure tables. That'd help the lower levels out as they tend to loot everything, whereas the higher level players usually don't give the garbage spawns a second look. I can add the skeleton knuckle there as well if you guys are so intent on having negative traps

As for the mobs in the blood gorge, the templates of those critters show those potions as droppable inventory, that's why they stay behind. If that is an oops, I can mark them as undroppable.