Generally, these would be good shifts. I have three specific issues (one not addressed so I don't know what's being done).
First, I think the current system would be better for military traditions. Players like being able to influence things, and the current system, in which having more military skill in the government accelerates military traditions, would be more fun than just a flat every xxx years tradition.
Aggressive expansion for claims makes the tradeoff of generating claims to reduce AI very bland. There really needs to be some other cost as well. Many including me have suggested generating claims with the character system (e.g. exiles in your country can generate claims on the home country; nobles owning property in other countries can generate claims, etc.) and I think that's definitely the way to go. Perhaps it's a bit much for the patch but I think it's a good goal.
There need to be policy/law/economic ways to drive population movements. The game engine needs it, but clickwise moving thousands of pops would be ridiculous even if you could pay for it.
Very much like the idea of loyal ministers enhancing Political Influence. It's interesting to have more of a tradeoff than a simple decision, and now picking ministers is a 3-way tradeoff: skill vs. loyalty vs. the need to promote young people for marriages and children. It also fixes the weird situation where you stuff disloyal people into top ministerial posts because they don't hurt you there.
On a side note, while making the leader's stats less all-important, don't make them irrelevant!