Me too, though truth is that East vs West fucked itself over by the dev team's decision to insist on including multiplayer when it first signs of overstretching the project appeared.
Yes, I should have said "oversimplified simulation of the Victorian era", mostly in terms of how diplomacy works, but also militaries and "research".
Well the research thing should just be thrown out of the window IMO since it just ends up rather silly and it's one of the reason why the westernization thing is turned into such an insurmountable obstacle if you cannot just bypass it like Japan.
Having a better diplomatic system would be by far the most important thing, in terms of military the basic thing needed would be eliminating the way armies are handled and instead build from ground up with a bigger link to the economics (and diplomacy), it SHOULD be all about the military trade goods and mobilization model. WWI is just not something Victoria has ever managed to do before, and it certainly cannot do it with a day based timescale instead of a 24 hour timescale, and it should go without saying that the military model would have to BUILD towards the stalemate and bottomless sink of Western Front. The same with the economic model would need to be true as well, with a major achilles heel for Germany come WWI (if come) being the fact you sort of needed that international trade you're now cut off from and it's not fun and games anymore.
The way I think it should be reworked is that the number of goods produced by factories and RGOs could be cut down if at the same time these goods are made to have more of a real and historical impact in the game, the most basic example being combining foodstuffs to a single trade good (let's call it "McDonald's" for this example), with the important thing being that McDonald's is not produced everywhere equally, RGO productivity should be determined less by gamey "tech" and much more by societal standards and methods of agricultural production, with the everpresent impact of McDonald's being the fact your people and mobilized troops can eat. A good example of these in action would be Famine Years in Finland in 1866-1868, caused by inefficient traditional farming methods combined with worst possible weather, with one of the aftermath effects being reformation of the agriculture to one based more in actual effectiveness (introduction of different staple crops to replace or supplement wheat, expansion and sponsorship of livestock) of agriculture that results in a more robust agricultural base that avoided famines in later crises (such as WW1).
Trade of goods and standards of living of pops will also need to be shifted away from "moves in mysterious ways" and more player-involved. Since the game isn't actually a "run a cabinet in 19th century" but controlling a nation in its entirety, there needs to be some element of Fordism's impact in the player changing values relevant to their nation.