How much bigger could it have been though? It's arguably one of the widest parry windows I've ever seen in an action game of this type, and you can spam it while still blocking. I think if it was any more forgiving it would've trivialized the whole game.
I mean you're clearly a good/expert gamer. Clearly the appeal of this could have been widened somewhat by having a
slightly bigger parry window, as seen by the comments in this very thread. If there is a Sekiro 2, I don't see there being any growth to the fanbase in a sequel (which is a huge downer).
We saw this with Nioh 2, which is clearly superior to the first but the brutality, one-two-shot kill mechanics, and reptition in the first game, made the second game land with much less impact than the first.
Jedi Fallen Order does this very well. That does not feel like Ninja DDR/Guitar/DJ Hero (though it's a far less awesome game overall than Sekiro), yet it does the parry mechanics thing very accessible and overall more fun.
The longtime problem with using rhythm in fast paced games is the sheer number of limiting factors that make the game seem like cheating/artificial difficulty padding rather than it being input lag, player physical limitation, animation quirks (see Genshiro, see Owl 2), camera fights, etc.