"Schisms" — while a melodramatic way of putting it — are nothing new when it comes to EU:
Magna Mundi Manual Foreword said:
This project began more than a year and a half ago as a cry for greater realism and depth from a powerful game engine that was undermined by a rushed release and a few unfortunate design decisions. Europa Universalis III had lots going for it, but many found it to be less enjoyable than its predecessor.
The community was polarized. On one side, many players enjoyed the new game, while on the other many players hated the new game and felt it was little more than a fantasy game with real-world names in it. Where was the history in all the randomness? Players who enjoyed the game retorted that they didn’t want a game, they wanted a history book.
How was this "schism" resolved? It wasn't. There are legions of players who played hours of EUIII who have only the vaguest memories of what the vanilla game was like, because they never played it.
You can see Paradox's reaction to the desire for more historicity (or at least historical flavour) — and the success of Magna Mundi, among other mods which placed more emphasis on historical plausibility — in various features of EUIV, such as the Unique National Ideas, and the return of what are now billed as Dynamic Historical Events.
You're never going to bring all EU players under one roof. The divisions are not nearly so simple as the OP has painted them:
• Some players want to be able to literally conquer every province on the map — others think that the notion of world conquest is quite absurd in this period;
• Some want alternate historical events to happen commonly, and regard the collapse of Burgundy, for example, as a fluke that should not have special scripting — others want history to unfold on schedule except where they, the player, intervene, and will be disappointed if they don't see Hapsburg, Ottoman and Mughal Empires in roughly their appointed times and places;
• Some want events to be linked to the country: France should build Versailles and be the birthplace of Revolution in Europe*; England should get a Civil War — others want events to be related to circumstances: if France has a strong Parliament and England is an Absolutism, there is no reason why they should get those historical events (they might even get each other's);
• Some want accurate military and finances: states of this period were racked with debt and dependent on mercenaries, so the same should be the case in-game — others are happy to settle for an abstraction.
And these mostly relate to cases where what the historical situation was is pretty clear, and not widely argued, and the question relates more to whether it should be closely reflected in the game, abstracted, or sidelined entirely in the interests of gameplay. When it comes to cases where the historical situation is arguable, well — we've all seen those threads. In other words, we could go on and on here.
How do you get the EU
everybody wants? You don't. Regarding proposal one from above:
Fighting a world war would no longer be a triviality of winning or losing a fraction of your holdings, but would simultaneously become a true existential threat
One branch of the historical crowd would be quick to point out that these wars were
not existential threats to the powers capable of fighting them. (Colonial revolts and domestic revolution, on the other hand,
were.)
So as an attempt to build a consensus it doesn't even get out of the starting gate.
How do you get the EU
you want? Via modding (or not-modding, if you're happy with the vanilla product). Or, if you insist, by campaigning for Paradox to make changes — but inevitably taking that path is going to create conflict. And even if Paradox does decide to implement your great idea, they'll also put in a bunch of other things you never asked for at all, and no one else had ever even thought of.
In the EUIII era, it was largely those who wanted a game with more historical detail who turned to mods. With Paradox's revival of more historical elements in EUIV, it may be that those who want a light and breezy conquest game may increasingly turn to mods. Fortunately for them, this won't be too hard a task, as stripping down the system to enable that kind of gameplay is a lot easier than carefully adding detail to the world, region by region.
TLDR: Nothing new under the sun. Don't kid yourself that you can make everyone happy.
*But that was Brussels! … Shush! Not important right now!