madviking
north american scum
Seems like there's three problems here:
First is that rebels gain too fast, don't die off enough when you suppress them, and it's too hard to get reform through the upper house to appease them. That's an easy fix, and there's already quite a good mod for that in the paradox mod forums.
The second is that capitalists are dumb. They need to be able to consider potential profitability of a factory before they commit to it, and probably need to raise more capital before building so they won't go bankrupt before it has time to get on its feet. Then I think you'll see laissez-faire governments start to do a lot better. (By the way, another thing you could try to help your capitalists is if they're actually buidling a potentially profitable factory, to put your national focus to craftsmen in that area before it's built, and buy up the raw resources it needs and sell from your stockpile so the factory isn't paying tariffs).
The third and biggest is that supply and demand are really way off - more and more every time I look at it. To model the increased demand for goods in more industrialised societies (without increasing demand in agrarian societies), they've just put all the needs onto craftsmen and capitalists. It's even more nuts than you would think:
This is the needs of a labourer:
And this is the needs of a craftsman (from the same social stratum):
For most goods, including their basic food requirements, the needs are FORTY-EIGHT times higher. And it's similar for capitalists. So they're going to be angry as hell all the time - hence all your revolts. But they need to be that high to keep demand up, to help stop crazy midgame depressions where supply vastly outstrips demand and everyone has their money stuck in the banks. Although the midgame crashes could also have something to do with half the world's superpowers being ground to their knees by jacobin rebels....
And then clergy have such a small margin of luxury requirements that they're always turning into aristocrats if you increase your education funding so you'll always haemmorhage clergy. And artisans spend most of their time starving to death because the market crashes in the first six months and they can't buy supplies and won't really change craft en masse. And good luck ever seeing a clerk...
There's someone on the paradox forum mucking around with these values, and I've tried dabbling myself, and it looks like massively increasing the everyday and luxury requirements of the pops is a better solution, but the economy is so complex that it's clearly going to be an iterative solution that develops over a fair amount of time.
Errrr so yeah essentially it's still a paradox game.....
tl;dr some stuff is broken and we need a patch.

I actually don't suffer from not enough clergy. I set the funding for education to 100% and, lo and behold, I'm at about 4% clergy or so. Then I can push back to 50ish% and focus on other things.
I do suffer, however, from too many bureaucrats. Even setting the funding for them to <10%, they're still increasing!

More playing to figure out the nuances. I need to find a good way to play Two Sicilies and unify Italy without tripping BB-point-great-power-dog-piling mode (I think they may be the subject of my first AAR)