In the context of Victoria 2, there should actually be fewer resources. There's no need to distinguish between livestock and fish, for example, because mechanically they don't have a difference, fish are just livestock or coastal provinces. In the context of a game that does more detailed simulation, more resources would make more sense. For example, if you simulate climate a bit more, then different crop types which vary in terms of economic value, nutritional value, and preferred climate would work. But you would also need the ability for farmers or landowners to vary the crops that they plant, and not just have them be statically assigned.
Victoria 2 is missing at least one important pop type, that being work-shy people. Building your welfare system should grow the share of pops who do not seek employment, and cause them to gain pop growth boosts. They should produce nothing, but make your welfare system cost more as they grow, causing a spiral of increasing costs to pay for them, which keeps them growing, unless you cut them off. Your average pops should not unconditionally support social reforms.
Note that in the context of Victoria 2, you could merge labourers and farmers and have no mechanical change take place. They are both just an "RGO Operator" pop, and don't have any mechanical differences, they are only different in terms of flavour. It would make as much sense to cause rural farmer pops in coastal provinces to be called Fishermen.
You should add pops or resources only where there is a mechanical impact.