- 'Draw selection box using the mouse. Send selected units to move.'
(This damn game doesn't allow me just to 'boxed' warships and send them anywhere. As it is always is possible in all other games.)
I currently can't check so maybe someone else can confirm this, but I'm pretty sure you can actually use bounding boxes to select naval units and move them?
I am however completely certain that you can at least do that with land units.
- Actually, money are needed in about 20% of all events. And also money needs in order to create normal resource trading mechanic, not this terrible perversion that exists in Hoi4.

I'm even afraid to imagine how Cash&Carry events, 'evacuation' of Spanish gold to USSR, or for example, the seizure of Austrian or Czech gold reserves are implemented in Hoi4.
Well... those events are in the game and work fine? So you don't have to imagine anything?
This statement makes me question if you have even played HOI IV in the last few(many) years?
And also, without normal trade mechanics, you will not be able properly to implement oil concessions.
Oil concessions are in the game and work fine? What would be the "proper" way to do it according to you?
The lack of strategic reserves of resourses and money/gold is also a huge absurdity and the failure of Hoi4. In fact, countries tended to accumulate some reserves of resources and gold. And this is a very necessary mechanic for global strategy.
Having discrete units of resources in stockpiles really does not fit with the scale HOI operates at and would make for lousy gameplay, as you'd just stockpile everything you could need ahead of time, stockpiling of critical resources is already present in 2 ways, fuel is just directedly stockpiled, and for other resources a deficit reduces production output and slows down efficiency gain to simulate substitution and a slow drawdown from stockpiles.
Gold stockpiles are basically just money, and money is not a factor at the scale of HOI, and in the few situations where a state suddenly got a lot more gold/money than they had before this is represented by spirits.
- Do you understand that it is absolutely ridiculous if Stalin (Hitler, Churchill) is unable to perform a routine action because he 'does not have enough mana'?
It's so ridiculous and absurd that if it have to explain, then it don't have to explain.
I see political power as being a combination of a state's administrative capacity and the political capital of its current leadership, and even dictators are limited by these factors, because no one rules alone. And pretty much nothing in HOI4 that takes PP to do is a "routine action"
Don't forget that the German army tried several times to kill Hitler and several dictators in that period ended up getting ousted or worse by their own regimes. Contrary to the name a dictator can very much not do whatever they want all the time.
It seems that I never managed to start WW2 exactley on September 1, 1939 in Hoi4 just because this fantasy game have mana (!), the lack of which prevents starting the war on time. *facepalm*
Declaring war on Poland goes trough a focus, which means you simply make sure to start it give or take 70 days before your target start date if that is important to you, PP is not a limit there.
And if you can't declare a war when you want to because you don't have the PP for it I would call that a skill issue as you would have just failed to manage your resources in that case, no game system is explicitly holding you back there.
I could partially agree that during WW2, political ratings were of some importance in some rare cases, for example, Roosevelt was forced to struggle with the isolationist mood of the electorate for a long time, and the Canadian authorities could not begin to mobilize for a very long time, also because of the unpopularity of this measure.
But that's all I can remember quickly.
These all are rare cases that can be realized with ordinary events/decisions and do not require the introduction of fantastic ridiculous 'mana' into WW2 game. Because this is a game about WW2, not about peacetime electoral processes. In the end, you can name this mana a 'political rating' and use it to simulate political electoral processes... But this 'electoral mana' should have nothing to do with 99% of historical events/'focuses'!!
All other routine actions were taken by the leaders of the countries at the right time on the basis of expediency, and not because they 'accumulated mana' this is an absolute absurdity!
Political/diplomatic pressures influenced almost all of the major and most minor decisions of WW2 to differing degrees. Including who to fight where and when.
Simulating all of that would be pretty much impossible, so abstracting it to a generic currency makes sense.
Honestly several of your statements seem so at odds with the reality of HOI4 that I wondered if you were a bot or something, and mentioning HOI5 "
whole Hoi-2/3/4/5 Universe" in your signature did not help

.
While I also think there are many issues with HOI(4), hence this thread. And I also don't think "mana" is good game design, capacities are pretty much always better (And I think the dev's agree given that HOI never really had much mana to begin with, and has less now than at launch).
It seems many of the issues you have come from a somewhat limited understanding of history, and not willing to see that abstraction is a needed/normal and very often good thing for a video game.
EG: Just because there isn't an explicit "money" counter in the game does not mean that the impact of money is not modeled in the simulation.
If HOI tried to simulate every possible factor explicitly then the game would become unbearably complex and I honestly doubt it would really produce much fun or interesting gameplay. And I say that as someone that quite enjoys complex games and would like to see HOI4 become a bit more complex.