It’s also pretty much a pipe dream. Letting people end wars “quickly” and structure combat in highsec are incompatible. Over a week to explode something isn’t what most null groups are looking for when they ask for a way to end a war. They want a single button they can blob to turn off the risk, not engage in prolonged structure bashing. And even if they do, another structure will go up the next day and the war will resume.
Wars are going to continue be prolonged affairs. Any changes CCP makes will be to make them more meaningful, not easier to get out of. That would be a terrible design goal; why waste developer time on a feature so that it is easier for your players not to participate? That makes no sense. Any changes so players can avoid wars will be so they don’t end up in one in the first place instead of building in a rapidly-achievable victory condition that ends the war. They will try to make their feature fun/advantageous so people want to participate rather than making the reward turning off a war.
And yes, it would be a terrible idea to give the largest groups in the game a way to earn NPC protection for fighting. They are the last ones who need it.
Further, I am not sure what this “forever war” bogeyman is. Last week, anyone could already keep someone under a war forever and that wasn’t really a thing. Maybe there needs to be some way to cede or self-destruct a structure included in the upcoming permanent system, but like last week, you can drop corp instantly to get out of a war if you have had enough. Groups now have a way to play the game without worrying about wars, but if they decide they want to deploy a structure, then they are at risk like everyone else who deploys a structure. There is a choice so I don’t see why a group needs protection from the consequences of their choices.