So, this is what I've done on the next random events file so far.
-The big free warship events now cost -1 centralization
-All new events have the "NO" option at the top so that the lazy people who don't DL the file won't get any effects they don't want
-Got rid of the population boost events, and replaced them with tax change events. You can sell tax base, or pay to get more tax base, or do nothing
-Increased the amount of revolts that take place in a number of events, and added a serfdom trigger to one of them. The idea is that suffering one or two events doesn't matter, but getting 8-10 will be an interesting occurance.
-Increased the price of the -1 serfdom event, but decreased the cost of taking the infra hit to a mere pittance
-The event giving free infantry now requires that you lose 1 quality. However, you get more infantry than you would(50,000, and +50,000 for progressively larger countries). You also have to be at war to get it. In a war, it might be a viable option, but of course taking it undermines your longterm fighting ability.
-changed the 'conversion by the sword' event a little. Instead of losing 1000 pop in the prov, you lose 10,000 pop, along with the standard 1 stab. One such event takes away 15,000. Potentially, the entire province may be depopulated. And there's now an option to not take it.
-Good government policies was changed. Instead of just getting free tech investments, you have the option of paying in gold to get 4x the investment in tech.
-Excellent ministers, if you choose to take them, now give you 3 of every monarch attribute for seven years, but cost you one inflation.
-Two of the colonial dynasm events were changed to also give you an explorer, and to potentially trigger as early as 1450. You have the option of paying 1000D for it.
-The diplomatic fame event now lowers BB by 7, but costs 1 central(optional)
-The army reform events now cost monarch MIL ratings for two years, scaled for different sizes(optional)
-Increased the cost of paying for a devestating fire. Also added a trigger NOT = { stability value = 1 }
-Set up a trigger in two of the stab boost events, so you can't get them when you're at +3 already
-Lowered the badboy requirements on some of the 'militarization of society' events. Now you only need 20 bb, at least in a couple of them
-Changed the badboy event you get from having 70 badboy. It's now a great event. Kudos to anybody who gets 70 badboy!
I also want to lower the infra requirements on some of the deflation events, since with our tech rates we're just not getting there. I want infra 6 to be a trigger for one of the deflations, but I'll save this for the next game, since it would only benefit me right now. I've made some other minor balancing changes, increasing the size of galley events to 15 and 40 dependent on your size, and adjusted some of the gifts.
I'm going to just save the tech group changing events, as well potential religion changing events for the next game.