I finally did write up a ticket, with a bunch of math assumptions, more so than calcuations, which I might be able to make, but will leave to the mathematicians.
Basically, the engine sims an even game on a neutral court to a certain plus or minus
home court adds a certain advantage, I googled it - real life HCA is somewhere around 4 pts from a quick google several sources
I think real life winning% of the home team is around 65% - that is from memory, I think seble told us that during beta testing.
The natural plus or minus in the engine needs to be identical to real life in order for the natural HCA and winning percent to be satisfied.\
I think this is the problem, as the engine needs to be set at a higher plus minus in order to keep the game from becoming a coin flip.
Hence, either HCA needs to be raised, my guess is into the 8 to 12 point range, or games have to be closer, which appears hard to do.
I am guessing tarek tackled this same problem and concluded to make HCA winning percentage less in order to make games more competitive. I also think things like the slowdown effectiveness were tarek tweeks in order to make the plus or minus less.
In near any project, the final 10% often requires 90% of the work, if indeed the object is to get things 100% correct, so there is work to be done for sure.
I don't mind if others rip this to shreads as an analysis, please just don't do so 'blindly' - LOL