It's not that Paradox gets things completely wrong - we don't have Berlin in the middle of South America, something I've seen college students do on tests - but that there are graphically things are not 100% perfect as a player might want in his "best game ever developed" creation. Now, in terms of actual gameplay this really doesn't matter that much, the important thing is how the gameplay functions at province level work, and for that you could have the graphical representation be shaped like anything, and it would still work. What the map mods to are, in the end, artisitc reworking around the basic gameplay architecture. So long as the map is legible during gameplay (which means being able to display sprites etc clearly as being in x province), it is serving its proper role in terms of what it does for the purposes of the game as a whole.
I guess the important question is this, what is more important in a game, a functioning gameplay architecture or a pretty facade, or better yet stage, upon which the action of gameplay unfolds? Given that Paradox is small, and the number of full-time employees dedicated to game development would fit in the average mini van, comfortably, I think in the end it is much better for Paradox to focus on the base architecture of the game, even if that means that the stage design is simply functional, not eye-catching, and perhaps has a few graphical errors or inconsistencies. These in the end do NOT affect how the game itself operates, rather they are simply environment. And as we all know, too many gaming companies tend to focus on the pretty environment rather than the gameplay structure, which leads to even more player disappointment. Better that Paradox focus its energies on making the gameplay solid, even if it means using less than perfect maps over and over again for their titles. It's not as if the maps are not completely functional as they are.
The good news is that with the games based on the newer EU3-engine, it is now possible for those players who feel the stage needs a bit of sprucing up to edit maps or make new maps with much, much, much less hassle than it requires to mod the map in Victoria or other pre-EU3 engine games. IN the end that is the best of all worlds and I can live with that. What we want from Paradox are games with sound foundations based on gameplay, with the option to modify the decor or other environmental elements as desired to fit our own individual tastes and preferences, including how the map looks.