Yea I agree, but coming up with such events would be hard.
I could probably spec out a "Better Events" mod, and it might be doable just through an XML change, which even I who am python-illiterate, could do:
Barbarian Horde:
1) Post-2000 BC
2) Base 5% chance per turn
3) -1% chance for each axeman or chariot built, down to minimum 1%
Volcano:
1) At game initiation one mountain per major land mass is set as an active volcano
2) Active volcanoes are identified in the early eras when they erupt
3) With the discovery of Chemistry all active volcanoes are revealed
4) NO other mountains spontaneously erupt
Federal Reserve renamed to Central Bank event, decision point 100% occurrence at the discovery of Economics:
1) Select National Treasury ("fiat") Currency, 0% interest cost. Subject to "runaway inflation" event.
2) Select Central Bank, 10% interest cost. Not subject to "runaway inflation" event.
Runaway inflation: 5% per turn chance when subject. Gold cost (random 150 to 450) to re-stabilize the currency. If left unchecked, can derail into National Depression, and one by one banks disappear just like units when in "STRIKE".
A lot of the other events can be reformed in that way, to put more decision-making into it and less a matter of "you are subject to the whims of fate" feeling they can often bring.