I for one dislike the whole notion of the strong second, as well as playing for a 3-way draw. I hate organized endings such as that (much of which stems from me being eliminated in those style endings) and thus will always try to change things up until my options are truly exhausted. So pro-tip to those who play me - if I say "Let's 3WD!" I am lying to your face.
But it seems as though Mr. Calhamer shares my opinions on strong seconds and 3WD.
"One of the bad features about scoring the draw equally for all participants is that some three or four players in a game might lose sight of the primary objective altogether, and play only to knock out the other players, after which they would probably have a draw, since none of them had manoeuvred to weaken the others. In this way, players might achieve above average results, at least until other players got onto them. However, they would not be likely to achieve high results, such as the highest places in a tournament, or for that matter, even a single victory. Thus, if the value of the draw were increased, there might be incentive to play for the draw from the start, which is anti-competitive; whereas if the value of the draw were reduced, there might be less incentive to unite to stop the leader, which would also be an anti-competitive result."
"Some players have argued that giving credit for "strong second" is realistic. This result is hard to determine, for when a player has won, he has presumably gained control of Europe, something which one country has never done. The strong second, then, is the last or largest to fall to the conqueror. Whether this situation is a good one or not is hard to say. The Mongols used to give the worst treatment to those of their enemies that held out the longest."