A lot of people don't like the fact that you make more economic decisions than, say, the Emperor of Austria would have made, and they call this aspect of the game "unhistorical", yet the same people are perfectly happy to have the player make more military decisions than the Emperor of Austria would have made. I just think it comes down to what people are used to doing in a game: to many people it's normal to have god-like control over the Austrian military yet bizarre ("gamey", "unrealistic", "childish") to have god-like control over the Austrian economy. De gustibus non disputandam!
I dont necessarily think that that is the case at all. It not a question of having too much control IMO, but more that the CoG econ was too 'fuzzy'. And by 'fuzzy' I mean that it was too convoluted and it was very difficult to determine what the cause and effect of various actions taken was. This leads to players making guesses rather than decisions and eventually to just the desire to not want to mess with it at all (and hence the reason why people dont want that level of control).
If the econ was more tranparent with easier cause and effect feedback I dont think you'd see the same 'resistance' to the economic aspect. And note that that doesnt mean that the econ has to be SIMPLE...just accessible.
I enjoyed CoG very much but I definately gave up on ever learning the actual mechanics of the econ and just winged it (which is far less satisfying for me than actually feeling like my decisions in the econ were important). Too many things just did not make consistant sense to the end user and thus were eventually just ignored (for example, Merchant income varied widely and wildly from turn to turn with no feedback as to why...eventually, I just stopped using them).
So, IMO, a complex econ with an accessible UI (not scattered over dozens of screen) and with clear feedback for the player's actions is far better than a complex econ with tons of calculations that are hidden from the player and dont allow for MOST players to make educated decisions. That latter just leads to players wanting to ignore that aspect of play (or automate it etc).
Just my $.02.
