The diplomatic system has too many random game over moments

Let's take an example. I am playing sweden. The church decides to start a revolution over me trying to give rights to minorities. As is logical and as they are well known to do.

Fine, they have like three units, I can beat it in a second. So the preparation phase starts and the revolutionaries decide to to become puppet of russia in return of support. As is very logical. Russia had good relationship with me but who cares if they can get swedish puppet.

This would not be bad if I could protect myself with alliances but since this is not directly a russian attack against me I can't call my allies and basically the game is over now, I can't beat the revolution as they cannot peace out as long as russia is still in the war and my 50 units will not do against their 200 despite quality difference.

This is very bad for playing a minor. And why I tend to end those games fairly quickly. At any point your game can be totally screwed and you having no ability to mitigate it in any way. It has to do with the AI diplomacy randomness and utter inability to weight choices. Combined with a restrictive framework in the diplomacy that puts a lot of rules on when a country can do what.