Just started playing this mod and couldn't put it down for two days, its loads of fun. It was on noble/marathon on a standard map - a game setting which I normally do well in, but I found my first couple of games easier than vanilla BTS, for a couple of reasons.
I do think that the revolution feature, while cool, isn't something I'm going to continue playing with. Firstly there are the technical issues - crashes seem linked to civs emerging/being destroyed. Secondly, the AI appears to have real issues managing revolters - in Noble at least. To compete, the AI needs to form a stable state and advance its infrastructure and economy. However, it seems inevitable that revolts/civil wars occur - the AI doesn't know how to prevent them occuring, and while I have seen an AI put down the revolt brutally and efficiently, that is an exception and not a rule. And while the resulting diplomatic chaos is amusing to watch, its not good when a potential competing empire is cut down by a game mechanic it can't handle well - just my two cents.
The second observation I have is that the economic multipliers in the game explode to the point where they get a bit out of control. Don't get me wrong - I *love* the ports with their additional trade routes, the upgrades to food production, and all the little buildings you can build that bump things up.
But the numbers are just off the scale when added together. In my first game, I was running a mostly cottage economy, but mixed up with a few farms. Combined that with all the additional food upgrades - just with automanaging my citizens, I ended up incidentally having so many merchant specialists that I could run my slider at 100, and still rack up a positive income in cash - with thousands of beakers coming in each turn. This was at the industrial stage of the game, having beaten Japan to dominate 3/4 of my continent (I was aiming to play peaceful/turtle, but the backstabbing Tokugawa forced my hand).
So ROM 2's economy gets much bigger than vanilla. Unfortunately tech costs at the high levels don't scale even close to that. Basically - the curve just feels wrong when compared to the vanilla game - while the early-mid game seems about perfect, the mid-late game has so many large modifiers, especially to trade, that income is literally out of control, and costs just get swamped.
Now that that criticism is out of the way - it's still an honestly great mod and I'm definitely looking forward to playing with the new goodies in 2.4
I do hope that you can look at ways to change the balance and tweak the economic curve for future versions.
One idea - if you can lower the base amount in the trade calculation - perhaps by as much as 50% - and make the default number of trade routes 3 instead of 1 - you could keep a bit of a handle on the trade income coming in at mid-late game, without slowing the start down too much. I'm sure there are lots of other things you could try... although working on civics will keep you busy enough