Okay, didn't read the whole thread, but why not turn recruiting on its head completely?
Instead of schools going out and contacting specific players, have the schools allocate points to generate interest in states/regions in scouting. Players in those regions, based on the amount of point allocations, preferences (which are now unknown to the schools, but still generated), anticipated player level, etc. "contact" the school by showing up in the recruit pool. Those are now the only kids you get to contact to recruit...so there's no assurance School A can get the same player that School B does, perhaps even with the same scouting allocations. In my mind, I could see it to a degree like GD's "vision" where schools can only "see" certain players, but this way I can control it to a degree so I can target "vulnerable" regions...I can "create" my pipeline to Louisiana or something if I think it's a fertile region due to the population of my world, etc.
I know it won't appeal to everyone, but if the concern is getting an unfair advantage, the only way to realistically solve the issue is to introduce partial/total randomness into who can see what when it comes to a recruiting player pool and/or provide everyone the same level of information so that corners can't be cut and dollars saved.