Three things that might help the game, 2 easy ones, 1 extremely complicated one
1 - the first recruiting cycle should be at least 12 hours, probably should be 24, could even be 26 (the two current hours, plus a day) - The day could easily be stolen from the backend of the recruiting cycle, when little happens. The day after initial signings we have one more important time frame in the morning when most battles are resolved, let the rest of the battles end at the 5pm est cycle, and then give us the rest of the evening to make any last minute changes.
2 - A slight reduction in the top 5 players in each position and a slight increase in the next 45, along with a slight increase in the potential of non top 10 or 15 type players, not a big change, just a tweek, would so start to fix this game. You want the players with mid level d1 teams to at least feel they have a shot, and you want the big boys to at least have to think when going for that 750 kid, when a 650 kid might be better, and a 550 kid even has some appeal. Then when the big boy makes his choice, two other programs will get two good players.
3 - Recruiting probably needs a complete overhaul. The problem with this is, like other major changes, the odds of getting it right are not 100%, and the repercussions of getting it wrong are pretty severe. I'd make the first two changes and see if they do enough to make the game feel fairer. In general, fair to me means that the top programs can get 'some' of the top players, but not near all of them. So many worlds, one A+ school gets 6 top ten guys, while six others in the some other market, get maybe 6 combined. The game would play better, if those 7 schools split the 12 players more evenly.
Bonus item: The game was a bunch more fun when all categories were open for improvement (Pre-potential), as the best coaches could not only win by recruiting better, or by setting a depth chart or shooting plan or team plan better, but also could shape and mold recruits into better players than other coaches. I wonder if somehow the best of that world and the best of the potential world (which I like) could be found?
The good news is most the sins of recruiting have been fixed by the engine, which essentially keeps the games close enough by a fix made about the time of the rewrite, such that until the last 7 minutes or so the keep it close function appears to keep the games close. then random number theory sometimes allows the worse team to win. In the old engine, with modern recruiting, some of these coaches in markets with little recruiting competition or who might even be colluding, would win ten straight NT's. I played a team in the NT recently that was close to a 900 team total, and pretty much is in the mid 800's every year. That 'can't' happen in a fair recruiting market, the other d1 schools simply wouldn't let it happen. I won by the way with a low 700 level team, so no sour grapes involved. And I certainly have been on the positive end of having the better team, probably by a 100 to 1 ratio, so what I condone, would hurt most my teams too.
So in summary, extend the first cycle, tone down the high end, and build up the middle end with ratings and esp potential, and maybe monitor if a bigger change is required. That'd be my plan to upgrade the game, really wouldn't take too much effort to get started, just kill the last day off, finish up the hotly contested battles in the afternoon of the the day after initial singings, and make the first cycle 26 hours. Then tweek recruits to even them up a bit for everyone, rather than a select few. Easy.
Thoughts?