@ RELee
I agree with the core of what you're saying. A fun game should be strived for, not a "correct" game.
The thing is, that Paradox's current philosophy is to simulate the reasons why stuff happened, not forcing stuff to happen because they did historically. The main protagonist in the Victorian age were scarcity. Scarcity of jobs, and subsequently scarcity of resources to refine, and markets to sell the refined goods. Improving upon politics, ideologies, colonization, warfare and diplomacy is all very fine, but the bottom-line is that the different ideologies presented different solutions to cope with the scarcity of jobs, whilst warfare, colonies and diplomacy was different means to cope with the same issues.
Victoria turned that upside down. You had a scarcity of people, not jobs. Because of that, you wanted to maximize the profit you could make from each person, securing jobs for them was the least of your issues. You had no real incentive to protect your industry, you colonized for prestige rather than resources, you fought wars because an event told you so or you were bored.
I don't see how the Opium war or the guano struggles could happen if you don't have stuff like TA and embargoes. I don't see why you should actually bother to colonize if there's no real advantage in controlling the resources your industry refines. If you remove the event's that made historic wars happen without adding the reasons to the engine, I'm afraid I have to agree with the opponents of generic events. You get an entertaining game, but the start positions might as well be random.
Fake edit: This came out as a real depressive rant, more so than I had intended. It's just that I sincerely hope that the world market doesn't end up like a true world market. E.G. a place where you sell resources to the world market and buy it from it, not the seller. That would remove the possibilities of embargoes and trade agreement, and a lot of the depth with it. That being said, I'm still looking forward to vIIcky.