They're also adding two new government types (or reforms, rather) to EU4, "Portuguese Monarchy" and "Hispanic Monarchy," so immersive.
It's possible I would actually prefer EU3 - I joined on in the generation of CK2/EU4/HOI4 - because everything I've ever seen about its way of portraying governments was better. There was this sort of idea that the governments obviously corresponded to certain societies, but were given generic enough descriptions, mechanics (such as they existed back then, or more in EU4), and bonii to suggest the pertinent features of a certain style of rule without just being "yep this is the English Monarchy TM with all of its English Monarchy features, fill in the blanks yourself." And this allowed for potentially transforming any society into any other society, if you can make the conditions occur, so you could have a Qing that's an elective monarchy like Polish-Lithuania or an uber-militarized Irish monarchy like Prussia or whatever else.
Policies were similar, they reflected some basic orientation of the society but one that was political in nature, could be changed if needed, and were just sort of more extreme the further you went in a direction. You could look at a nation's policies and get a sense of what in your fantasy world that country is like. Idea groups were meant to suggest something more inherent to the identity of a nation, but... they're just boring. And frustrating. Why should I have to wait through shitty ideas to get to good ones, for example? And they don't indicate anything about a society's politics, like you can't choose to be Smithian or mercantilist or physiocratic, you're just an "economic" country that wears an "economics" hat and is good at "economic" things.
One the places this makes me saltiest is colonization, which is shitty and content-bare in general, but here especially you get one type of "Colonial Government," no ability to tailor your colonial borders or have colonies with subcolonies (like the Viceroyalty of New Spain having a Captaincy-General in the Philippines as a sub-colony), and Trade Companies - this is baffling - never were implemented as colonial nations for the Indian Ocean/African theaters, but instead were just a special bonus to toggle. Like, the whole point of why trade companies are interesting is BECAUSE they were corporate governments that had shares that could be bought and sold like a modern corporation but were also as large as entire empires and maintained their own armies. Things like the EIC/VOC rivalry should have played out in-game as colonial nations (with special bonii/mechanics to trade and naval power) warring on each other and cutting deals with native princes independent of the crown, should have been playable in its own right. That's one (small) thing I like about Victoria 3, that it makes EIC start as a playable state.
The Thirteen Colonies (treated as a single colonial region) is the ultimate example of the colonies lacking content, there's nothing to distinguish the very different societies of the Quakers, Puritans, and Cavaliers from each other, nor those from autocratic viceregal/conquistador rule. Between Conquest of Paradise, El Dorado, and Wealth of Nations there's a ton of stuff that could have been done way beyond what they did. Personally I think colonies should have come in two forms, ones you manually boot the extreme expense and risk for, and proposals you get where someone asks for a charter (specifying government form, religion, culture, and other details), and you can reject it (potentially resulting in them doing it anyways and thumbing their nose at you). Some examples of that would be Puritans establishing Reformed theocratic republics (NOT the majority position) with high autonomy, or Cortez's unsanctioned invasion of Mexico that he just kind of foisted on the New Spanish government.