Ok, I put out a quick change for the passing numbers this morning. This will take the overall percentages down (just a number, and I'm still tweaking it to make it right.) and also reduce the effect of fatigue on the QB. Again, things are going to be changing over the next couple of weeks rather quickly as I hone in on the right mix.
katzphang88, Thanks for the scenario. I'll dig into this a little more. Admittedly one of the main parts that I've been saving till the end is the PBP. I know it's a critical part to the game and I will be sure to clean it up when the numbers/situations are correct. I'll fool with this matchup and see what I can deduce/fix about the problems related to the PBP.
As you are saying, the stages in the play are hard to follow and sometimes seem random. I'm looking to create a cause and effect tool for myself that will allow me to find out if the decision happens normally, or if it is some bad roll of the dice. This will allow me to be more informative with the feedback in PBP.
Finally, I agree with you about the transparency of what the play should look like and that attributes should be the driving force in the decisions. I also believe that they are, just not weighted properly. It is obvious that the results should be married to the inputs and that is the path that I'm trying to explore, but barring a lucky tweak, this is going to come incrementally. I'm sorry that it can't be a quick fix, but as the problems in the path to the results become more obvious, so do the solutions and weights of the attributes.
Again, thanks for your help.