Almost everything you suggested could be done with the current mod tools if anyone wanted to go to the trouble of writing the events, traits, ambitions, and decisions for it.
Possible? Absolutely. Easy? No. Low-overhead? No. I'll point you towards, for example, the warrior skill trait group in The Prince and the Thane (I'm not sure if that mod was the first to use it; it's just the first mod I played and saw it in). You can be a lousy warrior, trained, skilled, or masterful; events can cause you to gain or lose a level of warrior skill. Under the hood, it's run like this: there isn't one "gain warrior skill" event. Instead, there's one for each potential level you could be at. They all have the same text, but different effects - e.g., a Trained Warrior who gets a gain-skill event will lose Trained and gain Skilled. It's a pretty simple and straightforward system for having a tier-based trait group, and there's nothing stopping anyone from expanding from there. If you wanted, you could write a whole series of traits and events giving tiers to Just/Arbitrary, Cruel/Kind, Content/Ambitious, and so forth. You'd have to rewrite just about all the current events in the game - and copy them several times over - so the overhead on the game engine would balloon dramatically and it would probably be unplayable on a slow computer. It'd also be an extremely large undertaking in terms of man-hours. But it could be done.
This is a change that is extremely easy to do with the game as it stands now. It's just a matter of adding the extra levels of buildings to the files.
Starting to get tricky to do. "Fear" isn't an element of the game, and any attempt to simulate it would be a clumsy hack at best (e.g., you could add a "Frightening" trait that gives an opinion bonus with vassals, and make most tyranny-granting actions also give that trait). Plots to free prisoners can already be added - I think a few mods have them. Tying success rate in to dungeon quality would be moderately tricky, because you'd have to decide on which dungeon improvement to use - Patricians are the only ones who really have a "capital" holding, rather than just a capital county. But there's nothing in the game preventing you from using the capital holding of the capital county; the triggers are all there. Similarly with more torture options.
The only way to help the game is to add more systems. CK2+ tried to slow down conquest, but that just made the game tedious. Instead of lessening the amount you can do and making you spend more time at 5 speed, its better to add more stuff to fill time.
I know some mods are trying to add resources and trading. They also try to add some events but those aren't as useful. It would also be good to add more choices. Just is often one lousy event. What if you had a score for each trait and actions added or subtracted points. You would need like 3 choices each with a different trade off.
In Monster Rancher for Gameboy they had a system for training where you had regular training and then you had a 2x version with a 1x bonus to another stat and a -1bonus to another stat, but also the amount extra you got was based on coaches. That last part doesn't have to be there, except perhaps for childhood mentoring. But each stat had 2 secondary bonuses each with a secondary loss.
So you could have events like that, with varying downsides and secondary upsides. And then you could pick what you wanted. So you might have 4 choices, say for the Just trait. 2 choices would raise just, but lower something else, if you had a certain amount of some stat a third choice might raise just, raise kind, and lower something, or have a justice boost with no loss. And since you have 5 stats, you wouldn't always have a choice that had no loss, unless you were a 20 20 20 20 20, but that's not so common without cheating.
So you would have to make a series of 5-10 decisions depending on the values for just from each event, to reach just, and you might push towards kindless also. Or you might push towards cruel instead.
The other 2 decisions would increase some other trait at the cost of justice, possibly with other bonuses, and you would again have possible bonus options based on stats.
This would do a lot of stuff. You could have way more events and decisions to make, especially for roleplay, and you wouldn't become OP too easily like with 1 decision per trait events.
Possible? Absolutely. Easy? No. Low-overhead? No. I'll point you towards, for example, the warrior skill trait group in The Prince and the Thane (I'm not sure if that mod was the first to use it; it's just the first mod I played and saw it in). You can be a lousy warrior, trained, skilled, or masterful; events can cause you to gain or lose a level of warrior skill. Under the hood, it's run like this: there isn't one "gain warrior skill" event. Instead, there's one for each potential level you could be at. They all have the same text, but different effects - e.g., a Trained Warrior who gets a gain-skill event will lose Trained and gain Skilled. It's a pretty simple and straightforward system for having a tier-based trait group, and there's nothing stopping anyone from expanding from there. If you wanted, you could write a whole series of traits and events giving tiers to Just/Arbitrary, Cruel/Kind, Content/Ambitious, and so forth. You'd have to rewrite just about all the current events in the game - and copy them several times over - so the overhead on the game engine would balloon dramatically and it would probably be unplayable on a slow computer. It'd also be an extremely large undertaking in terms of man-hours. But it could be done.
And you could bulk up most of the systems this way. Buildings could be quicker to build, with smaller bonuses, sort of like Lux Invicta but not so damn many. You do not need effectively 42 structures per building type.
This is a change that is extremely easy to do with the game as it stands now. It's just a matter of adding the extra levels of buildings to the files.
You could also add alternate costs to them. So you could build a dungeon, and upgrade it, for a limited tyranny bonus, plus a fear bonus, because this game badly needs to fear on top of opinion, but then you can catch prisoners easier and have more torture options. Then you could also add plots to free prisoners, and better dungeons make them less effective.
Starting to get tricky to do. "Fear" isn't an element of the game, and any attempt to simulate it would be a clumsy hack at best (e.g., you could add a "Frightening" trait that gives an opinion bonus with vassals, and make most tyranny-granting actions also give that trait). Plots to free prisoners can already be added - I think a few mods have them. Tying success rate in to dungeon quality would be moderately tricky, because you'd have to decide on which dungeon improvement to use - Patricians are the only ones who really have a "capital" holding, rather than just a capital county. But there's nothing in the game preventing you from using the capital holding of the capital county; the triggers are all there. Similarly with more torture options.
Disagree with the first, agree with the second. It's actually got a very impressive scope; it's just that real life has an even more impressive scope.CK2 is incredibly bare bones IMO, with lots of room for improvement in all its systems.
Impacting AI willingness to marry based on wealth... first truly impossible suggestion for modders I think. I can't even think of a way of hacking it. Diplomacy as a two-way trade instead of one-sided deals is another thing that (I believe) can't really be done in the game now - but you could certainly add a decision to Offer Bribe for <Council position>, which would cause the liege to either accept the bribe and you get the position, or decline the bribe and you don't get the position.Marriages could have stuff, like if you try to marry a higher class girl, if you are rich and her family is poor they are more likely to accept. Culture bonus, religion bonus, buying council positions or trading money for marriage and so forth.