So, there's a couple arguments in this thread so far that I'm having a bit of trouble with, myself. Firstly, the idea that CK3 needs to have all the features at launch that CK2 does at the end of its life cycle. I can understand the basic sentiment, in that of course I would ideally like to see all those neat little things I like from the game present and spruced up (I'm particularly saddened by the lack of nomad mechanics), but...I don't really understand how that's a practical or reasonable desire to actually demand from Paradox before I'm willing to support the title. Because I don't see how that demand could end in a way that actually ends up better for me, the player. CK2, between pre and post-release support, has had most of a decade's worth of development. Certainly I suppose you could argue that because they already laid the groundwork for the design they could implement all the old features in a smaller amount of time, but...what does that mean then? Do we get just the exact same game as CK2 with a new coat of paint and some snazzy character animations? Because...I'd rather just play CK2 than spend money on that, tbh. If it's actually going to be a sequel worth the name there has to be actual progress and development on core systems that makes the experience in some way worth the upgrade. Otherwise I can't see how development time doesn't just balloon all out of proportion as they at once try to enhance and deepen the core gameplay, while also implementing (and making functional alongside the new mechanics) some 6 years of CK2 patches and DLC feature creep. And while I'm reserving judgement on a few decisions (didn't play enough CK1 to have an informed opinion on going back to that naval style, abstraction of church lands into just one Archbishopric seems a bit odd, free-handed barony revocation certainly strikes me as overly gamey, etc...), there are some announced features which I already think are vast improvements over the current systems, while at the same time being very difficult to imagine implemented in CK2. The Stress mechanic by itself I think will hugely enhance roleplay, religions being made up of modular tenants is, imo, brilliant, and the love given to dynasty management and cadet branches seems promising. Some features, like the skill tree system, I can see either being huge duds or incredible additions, so we'll see how that goes. Either way, while they certainly don't seem to be building something as grand and spacious as late-life CK2, I'm not particularly bothered by that. I'm much more concerned with what sort of foundation for the future they're making, and so far I'm personally satisfied that they're taking that quite seriously.
Now secondly, is this objection to the claim system as somehow "removing randomness" from the game. I...honestly just don't understand this one. The bullet threw me for a second when I first read it, because it's worded as a fairly significant change (quite possibly I'm missing something significant), but honestly if I'm reading into this correctly, I don't see how it's actually really anything other than a UI change. We've gone from "every x ticks you have a chance to generate a claim, or fail and wait till the next chance", to...."every x ticks you have a chance to generate a claim, or fail, but now you can see when the next chance is (which you always could before, if you looked at the wiki)". The only real difference I can see is that it looks like there may be higher chances of being presented with some sort of event or choice instead of just nothing at all upon a failure.