Okay how the econonmy was fixed:
Short answer - MM and Taxmen
Long Answer -
Taxmen; There are 6 (yes 6!) entertainers that can be put back to work or converted to taxmen without causing the city to riot, that's +12gpt right there if I convert them all to taxmen. I put some back to work however and raise taxes so some gold goes back the treasury - now at +2gpt
Sell a warrior in the north which shouldn't be needed, +4gpt
The micro on most cities is not good, Studio 69 can be set to give +3fpt, 2spt, and 3 raw commerce/t
Other MM to improve commerce - now at +8gpt
Sell Maths to Vikings for 147gp
marketplaces aren't very useful at 10% tax and only one Lux

most of the ones your building won't even pay for themselves
Set studio 69 to a Aquaduct (each size 7 city will give us +4gpt at least!)
Secret underground lair to a Sword
MSBT and Restricted areas to Harbours
Fu's to a courthouse/temple

depending on what its like when it reaches size 7
Since we are far ahead in techs switch Evil home to harbor (will then build shrine and try to get pop up).
Will try to get cities to size 7 and build settlers when they get to size 8.
Feudalism (the tech) is alright and I won't change it.
Feudalism (the Gov) is only good under specific circumstances imho a) Fast growth but no possiblity of large cities b) No freash water and c) lots of fighting/ little research. This game is none of them, we will stick in Rebublic.
War plans - that force is pretty crud needs more swords, less archers. Limited war plan due to varient rules - take Allegenhy and Niagra falls (spices) then get peace and rearm.