Ok, as promised, here go some suggestions:
The data right now has some flaws in being too informative in the wrong places, and too little in where should be more.
Population: 29,100,000
It is not important to know the exact population, what is important is to know the approximate population in each region. To know if there are ~8 millions in England, ~15 millions in India and so on (I am giving random values in here). The population vary with the years and the censuses, so we need to know approximate values that reflect the importance of each region. The exact values are unimportant, but what they speak of is.
In the same way, how much the country makes, how stable it is, what's its industry level (though in the other game this number speaks about number of large industries), the level of infrastructure and the amount of soldiers follow the same logic. Perhaps something like this would be more interesting (using the largest Empire, in smaller nations it would be much simpler):
Nation: United Kingdom
Bank: 600
Trade Balance: 50
British Isles
Income: 200
Stability: 10
Population: 10,000,000
Industry: 10
Infrastructure: Level 7
Army: 40,000 Regulars / 0 Conscripts
Navy: 10 Large Ships / 25 Small Ships
Canada
Income: 50
Stability: 8
Population: 2,000,000
Industry: 3
Infrastructure: Level 5
Army: 20,000 Regulars / 0 Conscripts
Navy: 5 Large Ships / 10 Small Ships
South Africa
Income: 25
Stability: 5
Population:1,000,000
Industry: 1
Infrastructure: Level 2
Army: 30,000 Regulars / 0 Conscripts
Navy: 5 Large Ships / 30 Small Ships
India
Income: 175
Stability: 5
Population: 15,000,000
Industry: 0
Infrastructure: Level 3
Army: 100,000 Regulars / 0 Conscripts
Navy: 10 Large Ships / 50 Small Ships
Oceania
Income: 50
Stability: 7
Population: 1,000,000
Industry: 1
Infrastructure: Level 2
Army: 10,000 Regulars / 0 Conscripts
Navy: 5 Large Ships / 10 Small Ships
These are the concrete important values, I'd say, which players will want to manipulate. The income, population, army and navy are concrete variables for the players to measure their relative strengths, while the stability, number of industries (or industry level if you prefer) and infrastructure are abstract and more RP-oriented variables.
A "Trade Balance" would be interesting only if you introduce a system of resources (cotton, cattle, wheat, canned food, etc.), in the same way Paradox's Victoria did (and can even get the values from there), but it will complicate things a lot, giving you loads of work. It will bring an interesting economic warfare into play, but it will mean at least mapping the regions with their local products, as to then determine major effects, like strategical blockades would cause different kinds of economic crisis due to shortage of important raw materials, and economic-motivated conflicts would start. Up to you.