Yeah I meant a century. Maybe it wouldn't be as OP as I initially thought, but in certain cases I could see delaying either admin or influence to take it. Innovative also has advisor cost reduction, which in my opinion is another quite strong idea, especially for the early game, because it allows you to get better bang for your buck. And innovative also has a nice policy with offensive, which is usually the only military idea I take in my games. So higher level advisors coupled with the mana cost reductions (let's not forget the 10% tech cost the group also has) could bridge the gap of what you lose out on if you delay influence for example, or even admin, which outside the CCR and the GC plus the influence policy is full of merc related ideas which are trash considering you are better off relying on professionalism for manpower (with which the -5% power cost would also help in the form of cheaper generals and generally more points to sink into it).
Maybe my position also comes from that I don't outright hate Inno in its current form either (and in certain niche starts I actually take it and keep it), compared to what the community seems to generally think about them.