That is my point. Flatly getting rid of warscore and truce timers unbalances the game horribly. Furthermore re-balancing the game, the most significant part of this would be to reprogram the AI, would be an absurd amount of effort and would create other situations that would probably be more painful than truce timers that some people think are too long.
It's a reach to claim the game is balanced now, though I realize you technically haven't. What criteria would you use to make such an assertion? In claiming that a mechanic change would make the game imbalanced, there's an implication of some presently balanced state that would be disrupted. I'm not seeing it. Where's the balance?
This game is, by design, imbalanced in the first place, and that's not necessarily a bad thing. France is supposed to be stronger than liege, and the colonial powers are supposed to have an advantage over the natives.
If you yank war score, it's "next bottleneck up". In this case you'd see overextension and enemy alliances/coalitions. To yank war score one would have to alter how releasing nations as vassals works though.
To use your argument in reverse, however, the alteration to truce timer max from 5 to 15 was an *enormous* impact on the game's balance, that most players don't even bother to articulate. Whereas before, pressing wars at the end of the truce strained the resource replenishment of both sides (and made an aggressor exposed to big dogpiles if something went wrong), now you can get up to 15 years where the AI will never, ever declare on you or use an offensive CTA. The change also did nothing to protect small nations, which can be destroyed in 1 war regardless, so you can look at it as a buff to large nations and blobs. If you want to start bringing up balance, the last thing that would seem rational is to buff blobs, but that's *exactly* what the truce time change did. It buffed blobs and it buffed the fake coalition war shield.
No, I love these truce timers. There are nearly always enough possibilities for other wars (including Scotland and Novgorod) and most of the time you can enter a new war with the country in some other way after a few years.
"I love this new mechanic partially because most of the time I can find away around it" --> top tier design right there :/. Make a mechanic that players constantly work around while enjoying the benefits of being immune to AI declaration for long stretches.
And for those who say the game is balanced around MP: the devs said they do not balance it around MP, so who are you to contradict them?
Actually, what the dev specifically said was that he designs and balances mechanics around MP first, and that the AI should be built within the framework of mechanics that are functional in MP. However, he said this in an unfortunate and abrasive way (not that I'm one to point fingers, mind you, but this is why people understood it wrongly) and it got dogpiled/misinterpreted/derailed my thread

. I do find it ironic that with someone I disagree with often especially with regards to mechanic implementation, I wind up being on the same philosophical side when it comes to whether the AIs are competitors or set pieces and the theoretical progression of balance design (and that it feels that such a position is in the minority)...but what can you do.
And I do agree with the premise. The execution, however, does not match that reality. This was not a net positive change in MP, though in MP just as in SP you have players arguing both ways. However, it really falls short of doing anything useful to game balance, in SP or MP, because it's a straight buff to large nations that slows down the pacing. Without heavy work on the viability of limited war (something it was stated to encourage, but it doesn't do), it really does nothing at all aside from slow pacing. If you're going to introduce a variable truce element to alter pacing, the other mechanics around it need to be adjusted, especially the AI's stubbornness when it's lost a limited war. Absent that, it does nothing of significance to add to strategy.