Seems like you need only some basic advise.
Read up:
http://www.paradoxian.org/vicky2wiki/
Things to concentrate on:
*First bring admin efficiency to 100% in your core provinces by raising bureaucrats in each to 1%. This will improve collection of taxes, lower corruption related losses and improve POP promotion (only your accepted culture bureaucrats raise admin eff, so colonies peak at 30% or below before you research some AE techs)
*Then start raising clergy. 2% nets you max bonuses to research points. Up to 4% provides more growth in literacy (if you start above 50% lit. no need to go past 3%). Under 20% literacy POPs don't work in factories!
*When clergy is ok, raise clerks. These are employed by factories. They improve factory efficiency. Up to 8% provides max research point bonuses. Clerk boosting is situational - if they don't get employed, no point to continue boosting.
You do this by using national focuses. Promote bureaucrats etc.
Saving money includes lowering national stockpile to 10-20% if there is no repairing to be done and no real threat of war.
If you can afford to continue with 100% it provides more demand to your artisans & factories products, but if you need to save money - then save.
Also when you've built more man'o'wars or steamers than you can really afford, disable buying of steamer convoys and artillery. But watch out. Move the slider left first before unchecking the automate box. Or it will make a rather large buy order the next day.
When you have 1% bureaucrats, 2% clergy and literacy is climbing fast (education efficiency techs help), you generate many research points. Then just research power line in the industry and factory input & output techs + everything else that suits your specific RGOs (clean coal?) and industries.
Machine parts & cement is needed to keep factories maintained (if not, efficiency malus). Then just follow the demand. Close unprofitable factories whose products seem to be constantly oversupplied at the world market.
Guns & ammo seem to be never profitable. Liquor, Wine, Furniture, Steel, Lux Furniture, Lux Clothes are safe bets. Of these you might not get enough tropical wood, silk and iron from the world market. But everything else plus cement & glass in the beginning can be profitable. Late game is dominated by access to oil & rubber.
If you build just enough to satiate the demand of your own POPs & your SOI, your factories should always do fine. World market is more competitive. By the way - use tariffs sparingly, you just starve your factories by making inputs XX% more expensive.