Personally, I'm very glad you've adapted trading posts into towns. Provinces needed it.
As for crime, why not introduce one more anti crime building, a prison (as there is a difference between that and jail) Perfect chance to also make that Alcatraz wonder

It seems to me that people really want to be able to achieve a city with no crime, as if there is a way to 'beat it'. Something I have to ask, is that if there is a specific crime that is eliminated (fraud) but that pushes up another (violence), is there anyway to later rebalance these crime values after finding the increase in violence isn't worth the deduction in fraud? Or are you stuck with these crime values for the rest of the game?
This is all theory guessing tho, since I have yet to use crimes yet

And I too find it odd that a law building increases crime. I get what your going for JFD, but in laymens terms, you expect 'law' to not be connected to 'more crime'. Again, it's a gameplay thing I imagine, and Sov will probably have some reforms that could adjust this.
I jest, but in seriousness, perhaps introduce buildings later in the game to allow the player to really focus down on the crimes. Look at EE, with the Salon and the... Academy? You can't build both. Maybe introduce buildings later on in sets of 2, each focusing on a certain crime, but prevent from building it's opposing anti crime building.
On a side note, can you sell slaves in any way when slavery is properly realized? You can buy them for quick labor, by why not sell them for quick cash?