The final scores in the Bava DII semis were 104-90 and 133-64. I lost in the second round, although I apparently started 14 players on offense and 15 on defense, at least that's what it adds up to under the GS column on the Players Setting tab. I've concluded that if you name one player your "starter" but actually start another player, both get credit for being a starter. (Even with the knowledge that that phenomenon is occurring, I still can't explain some of the starter stats.) Obviously, the V3 engine is not working. Teams should not be averaging 100 points per game - even the best teams. Perhaps we can tweak the V3 engine and turn it into an arena league option.
Weirdly, I don't enjoy reading the play-by-play even though there's "more" information. I'm not sure the additional information is all that helpful (and, of course, sometimes it is nonsensical as well). But it's just not as easy to read. Also, I think the less descriptive (V2) play-by-play is more realistic (if you've ever seen actual play-by-play stats from actual football games). I would say that the V2 play-by-play more closely resembles the Hoops Dynasty play-by-play, which I have always believed was very good. When a basketball player drives for a layup, the play-by-play does not say which defensive player he drove past, and honestly, I never care.
I have never had the visceral reaction against V2 that others seem to have. I have had some success (one NC at Div I-AA level and some CCs) but I haven't had great success. I feel like that's about right for me. I don't know that I've ever learned to recruit all that well (or others invest more time than I do), but I've done well taking over teams that were already set up and realizing that potential. Sure, there have been some upsets, and maybe my NC run even enjoyed the benefit of a few upsets, but do we really want to play a game where you can predict with certainty the result before you play? Then what would be the point? Upsets happen in real life, but if you do a better job recruiting and get better players, you'll win - unless you really screw up coaching. Similarly, in this game, if you recruit well and get better players, you'll win much more than you'll lose - unless you can't game plan at all. While I might like the ability to run specific players in specialty formations, e.g., blocking tight ends on running plays versus receiving tight ends on pass plays, or whatever, I have never thought V2 was all that bad. And anyway, I'm not sure I have time to adequately micro-manage my way through all the possibilities of using different players in different circumstances, nor does the new engine give you all the info you'd need anyway. For instance, I might like pass-rushing specialists on pass plays, but I'm probably starting those DLs as my DEs anyway. The bottom line is that I have enjoyed playing GD in V2 version, and I'm not so sure I will enjoy V3 as much - even if the obvious, critical flaws get resolved.