The thing is, eu4 ai plays the game reasonably, it's just not as good as the player at min maxing, so giving it modifiers makes it more competitive. Vic3 ai does not play the game reasonably, so you are better off fixing it.
E.g. there's a define that tells the ai "queue building only if when it finishes, you have at least this much reserves." The last time I looked, the value was positive, so the ai doesn't deficit spend. Change that to -0.5 (so it stops building after 50% of debt is taken) and suddenly ai deficit spends and is better without artificial buffs.
Another example, the ai doesn't choose the amount of construction based on net income, it rather does it by GDP, population, and investment pool reinvestment. So it chronically either has too little or too much construction. The former caps it's growth, the latter causes oscillating demand for construction goods, which the ai can't really handle well (before queuing, the profit of iron is low, so it doesn't build iron, even if it's really high). Change this value to something more reasonable, and the ai will suddenly start growing its economy at a similar rate as they player.
The amount of construction the ai starts with is too low vs income. You can add construction sectors to their economy so they start at the desired amount.
Lastly, you have the economic strategies. France can for some reason start the game wanting to be an agrarian economy, you can tweak those so each AI starts with either industrial or resource strategy.
I've done these (very crudely) in the past and the result was that the ai continuously build and had economic growth, but it still did stuff like Russia queueing 10 power bloc statues at the beginning of the game.