I definitely see the benefits to being able to determine who is getting targeted on your plays, and where they are getting targeted. The new engine was supposed to address this through having specific slots that would be different depths and combined with your aggressiveness would determine the trends in throwing to one receiver over another, but between the lack of specific knowledge of which slot is which and the randomness of the pass aggressiveness settings, there really isn't much control at all.
I'm not sure just adding distribution will give us what we want either, which is why I'm still trying to keep this conversation going. Distributions don't answer the problems with the randomness of the aggression settings, and I'll still have to deal with other parts of the passing like what happens when the QB is under pressure or the primary target is covered. There are some things that can cause what ever distribution controls we add to not reflect the outcome of the game, which means we need to do a better job of explaining why they didn't happen that way. Might be more acceptable if your top receiver doesn't get targeted as much if you see the other team is always covering him.
Which brings up some other issues. If we can add control over which receivers are targeted more, should there be ways to counter that on defense to double-team or focus on a receiver. How covered does a receiver have to be for the QB to throw to him. Should there be a way to force more throws to covered receivers. We could probably open a can of worms where this new setting begets this new setting and so on, so I think we need to take one step at a time and get to where we have more control over our team but not to where it's so complicated that it might not be clear what all the combination of settings would produce.
So, yes, I get it and I agree. I think from the technical side and potential ability of the engine, the new engine was a step in the right direction, but it fell short when dealing with this type of control. There are other places where I think the new engine fell short, but I think it's salvageable. We tried to add more emphasis on individual play and used some methods to tell which individuals are more likely to affect certain plays which lead to the distribution settings going away, but it's pretty clear we need to rethink how that is working and get back to where we had that control.
In a few weeks, I should be spending more time on the GD update and I might pull out certain conversations from this thread into separate conversations. There is still a lot I'd like to get ironed out before I start changing code.