Yes, plus I believe that any tweaks to the stability system should be an integral approach, so that the impact is felt at the right time. Just lowering luxuries stability without changing something else would make the early game very limited, so there needs to be some kind of compensation in stability balance since it's quite good early on.
My take would be:
- Lower the system dependency on luxuries, having max stability from luxuries being around 100 (so that if you are playing too close to the limit you get an impact when losing a trade route, but not going from 100 to -50).
- City centers can act as commons, adding stability per surrounding quarters, to help build basic cities (plus sacrifice a bit of yields when doing so).
- Make commons and forts one per territory, and in increase their effects via infrastructures, to avoid the annoying "build a garrison, build a district, repeat" gameplay.
- Make some more infrastructures give minor stability bonuses, like walls and watchtower infrastructure lines.
- Connecting train stations should add stability.
- Natural reserves should add a bit of stability.
- Make the "per population one" tech benefit only unlock once or twice, not 3 times.
The idea is to link it to things that are unlocked as the game goes on, so the game goes a bit more into a flow of "pulses" of city expansion, instead of endless quarters.