I remember when HD started, all the teams in the first world, Naismith, were taken before I could get one, so the first world I was in was the second one created, Wooden (it's still the world I've got the most experience in). Even when I went to get a team in Wooden, it was one of the last taken, because you could see the ratings and all the good teams were taken, so I started out with a relatively bad team.
Recruiting was one battle after another, as someone else said. Players no one would touch if the world were more SimAI teams were battles back then.
Recruiting was also boring, as someone else said. You only wanted the highest rated players you could get, with possible exceptions for high ratings in certain categories over others. So regardless of "coaching style" or whatever, everyone pretty much wanted the exact same players.
Practice was annoying early on, especially when it came to improving a players LP or PER - because there was only ONE category, called "shooting" which affected both, seemingly at random. This was problematic when you really wanted to improve one or the other.
At one point WIS added player issues to the game, where players could get into trouble and the coach had to deal with it, and you could learn of their potential for it in recruiting with all kinds of tools like psychological evaluations and what not. It was incredibly annoying and made the game less fun and recruiting incredibly frustrating. You find a great player you like close to home, but he's no good because of his bad behavior issues. I'm absolutely thrilled they did away with that.
Ratings were MUCH higher early on. It wasn't unusual in the early days to have DI teams AVERAGE 900+ (the elite teams, anyway). There were many top notch DI players who were rated over 1,000 back then. They've scaled back and "normalized" the ratings since then, and it's made the game better. Who wants to play a team with literally no weaknesses? That's no fun.
Those are just things off the top of my head from the early days pre-potential.