With regards to the outcomes, this week I've been really able to dive into numbers. The high scores in DI are because the average difference in teams is higher than in DIII. The way the system has been set up, it uses matchups to determine how a play progresses and the larger discrepancies are given too much power. Right now, I'm adjusting the numbers (chances of tackles, chances of completing a tackle, knocking down a pass, etc) at the higher levels of differences . Those almost exclusively favor the very strong team, and while that should happen more often it shouldn't be the best result every single play. The good part about the matchup settings is that this does not affect teams that are closely matched.
In addition, I'm getting a high number of completions in my test games as well. I'm changing the numbers on completions too, to fit with a more realistic model of how completions happen. I'm also recalculating the base completion percentage using not just the QB rating, but the relative difference between the QB, the Receiver and the defender(s).
There are certainly elements of the engine that can be pulled out and scrutinized and I expect you all to do that as soon as you find something. Having said that, I feel the engine is in a pretty solid state, and with some minor number tweaks this thing will be humming along.
Also, the reason that these types of changes did not work with my predecessors is because the structures that were used were hard to manipulate. I've worked the last three months to pull all of these numbers out into separate files that can be imported. This has allowed me to look at these numbers and adjust accordingly and revert if necessary.