I've been playing World of Warships for years, and happen to have been a game developer for decades, and while this particular game is plenty of fun, it isn't anywhere near accurate in numerous ways.
The scale of the ships compared to each other and the world is quite fudged, to better balance the size of targets at range. The scale of speed and maneuverability is very fudged, to speed up the pace of the game. The scale of artillery range is quite shortened, so that high tier BBs can't immediately fire all the way across the environments, and because trying to visually lead aim for up to 90 second shell flight times wouldn't be fun or past-paced enough. Everything about the game is about balancing the play experience to be relatively fast-paced and fun, as opposed to an accurate simulation.
When I used to work on the Call of Duty games, there were lots of arguments about historical accuracy and game mechanics, and the winning arguments were always for keeping it fun over accurate. When it comes to subjects such as the rate of fire on weapons, accurate rates could be absolutely game breaking, so instead we would find what works, and then adjust the rates of fire between weapons to be representational of their differences, rather than accurate simulations.
They have to be able to take historical ships and make them fit into their various game mechanics, such as upgrade paths. In some ways, they can work actual historical upgrades and refits into account, such as the Iowa class starting out with the original open bridge, and eventually ending up with the enclosed bridge, or starting out with the SK radar, and eventually getting the SK-2, and they representationally upgrade the the stats of the ships along with it. The AA configurations change as well, but never quite as the ships actually had at any given point, because they have to balance the ships for their respective tiers and what they will face. So, they substitute dual-Bofors 40mm mounts where they should be quad mounts, and add or remove 20mm Oerlikons as needed. They throw in powerplant upgrades with no historical basis where needed. They make up upgrades that change rudder-shift times and turret traverse times, that have zero historical basis, but allow for a fun level of customization to make ships better suit an individual's play style. You can configure an Iowa-class to be a "stealth Iowa", with lower detectability, if desired, and hold your fire and sneak up on the enemy flank and surprise them with a close-quarters brawl. There is absolutely nothing realistic about that, but it sure can be fun!
I think World of Warships actually does a pretty fine job of balancing things, from the perspective of a game developer. Even then, the players still often gripe about the inevitable finer points of balancing, and the perceived biases of the developer. I think they do a pretty good job of making the game mechanics actually work, and giving a certain "feel" and play style to USN BBs as opposed to IJN BBs, for example, that might be representational of the actual history in certain ways, without going overboard with realism that would take all the fun out of it.