The next update of the mod is now posted at my webpage.

So, there I was Tuesday afternoon, making a very long post which answered all the questions, and explained everything else I had done. I must have spent over 90min making it. Well, the last thing I was working on was a description of my computer problems, and I checked my IE\tools\privacy and security settings, and they were indeed screwed up again. I tried hitting the default level button on the Privacy tab, and the setting seemed to get straightened out. So, I tried that on the Security setting, and I get the same ole message that IE had encountered a problem and had to shut down. I had saved my post to the clipboard, so I didn't think it was a big deal. Well, when IE shut down, it somehow erased the clipboard contents, and my post with it.

So, I don't remember what-all I said about everything, but I'll go over the main updates here.

I re-worked the rebel groups in the game to try and get a better quality and greater variety of troops produced.
I gave the Mediterranean ships the ability to be built on the northern part of continental Europe.
I changed the English bodyguard units to Norman Knights in both the Early and Late eras, and Kns of Gascon in the Late era.
I gave Tyrolia to the Swiss in the Late era, and shortened the HRE Homeland to only include those provinces that it starts each era with, meaning for example that Burgundy, Tyrolia and Switzerland are not part of the HRE Homeland in the Late era.
Mounted Crossbows are now unique to the HRE and the Swiss, I believe.
I made Gunsmiths, Foundries, and Siege Engineers unique, like Royal Palaces. This will severely restrict where you can build gunpowder units and artillery pieces. I did not make any new faction restrictions, except giving the Mongols access to Muslim Handgunners, along with the Muslim factions.
Ships no longer require Foundries, and each ship type requires a Shipyard to match the era- 1 for early, 2 for high, and 3 for late. None require a master-level shipyard.
The Serpentine no longer requires a gunsmith, and the Organ Gun only requires a master-level gunsmith.
Naptha Throwers are still available to the Muslims, Mongols and Byz, but not in early anymore, and they now require the unique gunsmith.
As for missile units, all are available by the high era.
The HRE and Russians get generic Archers.
The French and Danes/Swedes get Crossbows.
The Spanish/Ara and Russians get Pavise X-bows in High.
The HRE and Byz get Arbalesters in high.
The Hungarians and Poles get pavise Arbs in high.

I made what I think are the necessary changes to the distribution of ports and trade goods in the Med.
Made lots of other little fixes and tweaks on things brought up in the 3.11 thread, plus the things I happened to run across.

Toronaga, there is no way for us to affect how the AI picks its governors. It seems to give generals stars top priority, which is why I restricted generals stars to poor provinces. Then it ranks its generals by acumen, and gives titles accordingly. It never takes titles away from generals, so if they develop vices the AI is screwed. And I have seen just this occur. This also means that they don't get the benefit of high-acumen generals that come along later, especially if they had bad luck with the acumen of their starting generals.
If you want to restrict yourself, go ahead, but I wouldn't try to force the method on everyone else even if I could do so. And trying to limit the AI, since it never changes governors unless one dies, would be the most awful thing I can imagine to do to the game.

Rabid Monkey, if you are still getting textures errors, you need to copy the textures folder from the Setup\Data section of the CD, and paste it over what you have now. Then apply the Graphics and Texts portion of the mod, in that order, and see if that does the trick.

I'm still feeling awful, so it may be a while before I post again.