I agree with your point fmschwab...I don't like hard caps, and I think that they can come up with a better solution. Mully, you are definitely correct that it's harder to choose what you want your players to turn into once they're on your team. I think that that element is just part of recruiting now. I agree that there have to be some significant changes, but I love the direction it has taken the game at D3 for no other reason than it has created a greater variance in D3 players.
That said after reading halfastros' post, I also recognize the need for options and user control...if potential is inherently limiting to this, which I'm assuming you would argue, I am wrong, since the point of the game is to give the users options.
Maybe there could be a system without any hard caps where practice minutes are the only thing affected. These potentials would just indicate a different growth rate for that skill. A low potential player with 40 low post could still conceivably reach 90, it might just take more practice time since the minutes would be "worth" less . Some type of adjustment would need to be made to the practice minutes system so that if you had a low potential C with 40 LP you might need to devote 40 minutes into your practice plan for his low post to have him grow the same amount as a normal potential C with 20 minutes would. Maybe you would still get the same gains that you used to get in a skill under the old system if the player had average potential (20 minutes being the diminishing returns cap), high potential players could practice the same skill but not see diminishing returns until a higher number (maybe 30), and low potential players would see diminishing returns earlier (maybe 15). Has this been suggested / is it not practical or workable? I haven't thought it through enough to know if it is a good idea.
I'm certainly not sure what the solution is, and like I said, I respect and understand your point if the argument is that potential removes options from the coaches.