i think we are all fairly closer to the same page, two things to add -
1) passing definitely impacts turnovers. my take is that during the TSF decision, 'the player who will take the shot if it gets that far' has already been selected, but i do not think the turnover, if it happens, is necessarily his. i think the turnover in the TSF decision can be any offensive player on the court, just weighted more heavily to the guy who has been selected.
roughly, what i think the game does is it calculates a 'passive turnover rate' for a player. this isn't constant, it is probably calculated on every offensive possession, and would include things like the offensive players' bh/pass/iq, the defensive set and quality of the defense, all that jazz. then, there is also an 'active turnover rate' for the player in question. i think basically these are all added together and that is the odds of the T in the TSF decision (turnover). if it happens, a player is then selected to get the turnover (hopefully in a way such that the player's contribution to the team's turnover rate is exactly proportional to the way turnovers are doled out to individuals, or else as close as reasonably possible, which may or may not be the case - if this bit doesn't make sense, just ignore it, its a possibly meaningless side note that relates to my prior comment, possibly in a different thread, about how i pretty much totally trust team wide figures like rebounding, steals, turnovers - but not necessarily individual figures for those same stats - with rebounding as the primary example for suspicion).
2) there is still a little daylight between shoe and myself - this isn't intended to resolve that daylight, but just to clarify the difference. i'm not making the argument about assists in real life - yes, its sort of arbitrary, the real life line of where an assist is counted and where it isn't. but in real life, the players actually pass the ball. assists came into being to try to capture a real basketball concept, where the actions of 1 player substantially contributed to the success of the offense on that possession.
in HD, the opposite is true. players don't actually pass. there is no concept like that. a player just magically has the ball N number of feet from the basket. the entire game could get sim'd, and at the very end, assists could be calculated based on player ratings - and you could get the *exact* same numbers you get today. what im saying is, real life assists, even though somewhat fuzzy, are based (imperfectly) on something that actually happened. in HD, that is not true, there is no passing, no way to do a real assist. the only way to get an assist is that the game creator thought it would look strange not to have assists, so he made some **** up that looks half way decent. the textbook definition of window dressing ('type 2' - my made up term to indicate its window dressing where its not just purely random garbage, but is done decently well, correlated to something real, so it looks half way real. when done right, this actually tricks real people into thinking its not pure window dressing, even though it is - so by my assessment, the HD creator did a good job! but, its still window dressing, its still meaningless - there is no underlying action that resembles passing in this game, whereby one can point to anything resembling an 'action' upon which to assign the assist).