Trotterdam wrote:[...] which implies that this is a soft limit (there is a specific line of code telling the game not to add more issues even though it easily could, and changing the limit is a simple matter of changing this one line) rather than a hard one (the game can only track 5 unanswered issues and it would take a major reworking of the code to allow it to handle more this).
It's the first one: There's no technical problem with a nation holding more than 5 issues.
Your proposal is that we should remove a line of code that currently blocks the issue scheduler from running if the nation is already full of issues. My logic there was that there's no point scheduling delivery that probably won't succeed. But, as you say, it may be better to schedule anyway and then go ahead and fail at the actual delivery time if the nation is still full, since that gives you more opportunity to clear out some space.
The only (minor) downside I can see is it'd be a little confusing to have very different outcomes depending on whether you happen to clear out space just before or just after that scheduled delivery: if you get in just before, your next issue arrives on time, but if you do it just after, you have to wait for another six hours. But it still seems worth doing.
e: And done.