Dear Santa...I want a stick!
As for seble, improve end-of-game timing and logic issues:
-- Quick shot is entirely too effective. If I could ever utilize this as an offensive set for a complete game, I'd do so in a heartbeat.
-- It is ridiculous that with 4 seconds remaining in a game, a team in quick shot can't take a shot from closer than half court after a made bucket, but a team running normal speed flex can accomplish the feat and get a jumper from just outside the lane in that same 4 seconds.
-- Time out logic...it drives me nuts the number of times a team ahead by a point or two calls a timeout with seconds to play. Of course, since I don't think I've ever seen an inbounds pass stolen despite all the pressing teams in the HD universe, this might be a moot point.
-- I'd like an option to set lineups specific to "common" late-game situations...a free throw/ball handling lineup that would ONLY be in with under 'x' minutes to play and my team leading by "this range" of points. An offense-for-defense lineup that could be switched in on dead balls and time outs (possibly making the otherwise ridiculous late-game timeouts semi-more plausible to explain...) under the same conditions...stuff like that. I'm just thinking something like HBD's pinch hitting where you simply rank your roster 1-12 for free throw shooting or defense and when the proper game conditions hit, the top five able to play on that hierarchy enter the game.