Using them when you only have one has the added benefit of being able to skip non-gate potions once they are identified (thus only needing one). Thus, I find the current behavior preferable.
Can you elaborate, please? I am willing to change my behavior if somebody can demonstrate that a different, equally easy, behavior is better.
What do you mean by "skip non-gate potions once they are identified"? When you look through your telescope, you can see the first gate - but the bang potion and the south-of-the-border item are hidden from you. Therefore, you can only see what the "gate potion" is once you reach level 13 and have been given the final quest.
The Dungeon of Doom is available halfway through level 7. It's not a horrible place to adventure at that level; unlike the Enormous Greater-Than Sign, which you have to go through first, you don't get completely ridiculous stats if you adventure there at level 7.5 - unlike going there at level 13, after you have been given the quest, when you don't need stats. Plus, it is advantageous to get a zapping wand as early as possible, so if you happen to get non-keys from the Daily Dungeon, you can zap them early.
Therefore, I go to the DoD midway through level 7 to get my zapping wand and my bang potions. Therefore, I simply cannot understand what you mean when you talk about "being able to skip non-gate potions", since, at the time I am in the DoD, I have no idea what a "non-gate potion" might be.
Unless...and now I see that the only "gate potions" are blessing, teleportitis, giant strength, mental acuity, and detection, you mean that you can skip inebriety, healing, confusion, and sleepiness.
I'll have to consider. If I throw away my only inebriety and never see another, well and good. But if I throw away my only mental acuity and never see another, I have a 40% chance of being forced to back farm.
Did I say that I hate back farming?