One of the reasons for them being reduced to mere claims is, paradoxically, the case of historical realism.
Sorry, but despite my distaste for all the love BYZ gets, I'm with the BYZphiles here.
I think you missed my point, which is that realism only tends to come up as an argument when people argue against features they don't like. It's fine not to like the large revolts, it's fine to argue against them, but demanding that the game should be highly specifically realistic in one particular area while ignoring for example your own ability to project massively unrealistic amounts of military force anywhere you can see means that I'm not going to take your argument seriously.
Wiz is perfectly happy to nerf BYZ here, simply to see it less for historical reasons. But what's this?
I'd rather not add any more starting wars, it messes too much with the balance even if it is historical.
O RLY?
But this balance discussion vanishes into thin air when we talk about Castile's cores on Granada, the numerous and absurd horde nerfs (and that they still don't get new units, despite the problems this introduces on occasion),
Now we have natives building ships! AHISTORICAL! NERF IT! OBVIOUSLY IMBALANCED! Or, that's the only position one can take after looking at the above. But there's a problem with that. From a "balance" perspective, natives overperforming in AI hands due to the strength of native navies is indefensible. You can play 1000 games and you're not going to see an unreformed or if not a council not-westernized AI native hold off an Iberian fleet at sea. A human running a Mesoamerica game could also not defend this way against competent human opposition (which could simply land in TI or uncolonized out of sight and walk into Mexico if they somehow couldn't win at sea), so scratch that off as a legit issue.
So then...I'm curious. Really curious, as to why these kinds of things are important to the game's "balance":
- Requirement of hordes to reform to form nations (anti realism bonus)
- Hordes get a large amount of minimum LA at 1444 while basic feudal monarchies get...none?
- Removal of native ships that applies literally only to human players in a meaningful capacity
- Nerfing BYZ repeatedly patch to patch, despite that its only non-human success has only ever been via rebellions
- Railroading an absurd 0% LA switch of land to Austria + France.
- ...but not railroading the creation of Qing, up there among the most important events in the period, or Aq Qoyunlu, which shaped the progression of the Middle East and Persia. Or the Mughals. No, they made the Mughals...among the largest land area nations to emerge in the period and very powerful for a long time...LESS likely to happen

.
- Inability to declare war during regency (anti-realism bonus on this one)
- Same-continent colonization nerf that effectively applied only to ROTW and Russia, and more so to the former.
This is a small list, that could be expanded to 20+ points. The fact of the matter this "history" versus "game balance" thing is not being applied with any discernibly consistent criteria. PI will happily nerf nations in the name of history or "anti exploit" then turn around and make France too strong 100+ years early or ignore active wars in the name of "balance". We get nerfs to weak nations and buffs to strong ones (including in this very patch, with buffs to the baby nations and nerfs to natives, because it TOTALLY needed to be easier for the easiest nations in the game), in the name of history? Balance?
Neither. That is why some of these changes are vexing, because they have no reasonable consistency, are rarely if ever given justification/thought process regarding their implementation, and yet alter the play experience for a chunk of starts. That makes it feel like the dev team actually put work into implementing a mechanic in a detrimental way, which is a shame for everyone involved.
A significant chunk of development in El Dorado went directly into subjects - aka liberty desire. The fact that subjects don't function (won't convert religion without restarting often, won't core at negative stability but fall into it even with sub-100% OE) was a known issue and should have been a priority emphasis; if it WAS fixed it certainly shouldn't have been omitted from the patch notes! But if it hasn't been...then speaking of "taking people seriously", it would be mighty hard to do that.