For a game based on nuanced/complex interactions between numbers Paradox seems pretty haphazard about making changes -- "Let's cut promotions by 90%. Let's have a cabinet trait that gives you 10% tax inefficiency. Armies now eat 10x food." Are they thinking these through?
I get that some changes just won't work out the way you're envisioning, but some of these are huge swings with pretty obvious ramifications.
Cabinet traits are a neat way to give characters some flavor, and make them feel less interchangeable, but who thought 10%(!) tax inefficiency would result in anything other than a completely unusable advisor? God help you if it rolls on your head of cabinet; you're stuck with -20% until he dies unless you vassal him, which is cheese-adjacent. It feels like someone just picking a number based on vibes.
Development was too fast, and that's a problem worth addressing. But cutting pop promotions by 90% means that expanding RGOs or other rural buildings by one level takes ~10 years. Any privileges/techs that increase RGO build speed are now meaningless; there's no way build speed is your bottleneck. On the other hand, burgher workshops fill up 10x faster because they require 10% of the workforce, and you can even feasibly have enough "spare" burghers to fill up a few buildings immediately after construction. Hell, upgrading a village to a city takes a scant 3 years before modifiers. So urbanizing is relatively quick, but rural development is extremely slow. Was that intentional? Who knows?
A huge part of the fun/beauty of this game is how all of the systems fit together and create these interesting and delicate balancing acts. Making it work requires a lot of foresight, and it's strange to see the guys in charge cranking levers around all willy nilly.