It may be because the "trade" and "merchant" models are not really very realistic. In CoG:EE, merchants don't really buy things in foreign ports, bring them home and sell them at a profit, and they don't have to find shipping companies which compete based on costs. In CoG:EE, nations don't haggle over trading rights or tolls to pass through areas (Denmark used to charge tolls for merchants passing through the sound in the days they controlled both sides of it...interestingly, they charged ships flying different flags vastly different amounts depending on international relations and treaties of course).
Basically, you buy a merchant, and he sits in one sea zone ... and doesn't move. Somehow generating income.
With this the case, if the designers of CoG:EE had made these eastern Mediterranean regions richer, the game might have made the Ottomans stronger than they were historically, because perhaps it was too easy for the Ottomans to build a merchant (or merchants), set them off their shore, and make trade money. However, Britain does this too.
Mind you, I have no problem with this, but I am hoping that as the system evolves, this system can be replaced with something more satisfying to many players perhaps--a kind of "advanced trade" model.

Where perhaps you choose an established "trade" and compete for the business to get the goods from point A to point B with any one of a handful of methods and routes. In the 1600s, for instance, the Dutch dominated sea borne trade. After Danish tolls were raised on English ships, the ratio of Dutch ships in the Baltic to English ships was FIFTY TO ONE!!!!
Here is an interesting quote from page 7 of "Command of the Ocean"
"English ship owners who had prospered during the troubled times of the Thirty Years War as neutral shippers with well armed ships, were half ruined by the civil wars, and altogether ruined by the return of general peace in 1648. Dutch ship owners were now free again to deploy their formidable advantages: unarmed, cheaply built ships with small, ill-paid and ill-fed crews which translated into low freight costs, backed by the most sophisticated economy in Europe, with developed banks, insurance and stock markets. Immediately they resumed their former dominance of the European carrying trades. A 1649 treaty gave Dutch ships a discount on the "Sound Tolls", which all shipping entering and leaving the Baltic paid to Denmark. In 1650 there had been 13 Dutch merchantmen in the Baltic for every one English; by the next year the ratio was 50 to 1. A treaty with Spain in 1650 gave the Dutch further advantages, and English ships were rapidly driven out of the Spanish and Mediterranean trades."
I know this is a totally different time period, but this is the kind of stuff CoG:EE lacks in my opinion.
I am not saying that the CoG:EE system needs a complete merchant/trade model which players need to mix themselves into. But, it could use a step or two in this direction.
Actually, I would prefer a hands off system, whereby a government could offer incentives with lower taxes in various industries and attract growth, or the like and get these industries and things to happen on their own. As it is, we manage our economies somewhat like communists.