This timeout on login is killing me, wrote a message as long as yours, hit sent and was just 0,5s too late to copy my text because I realized I would be logged out... Lost it =/
First of all thank you for your thorough reply, it's much appreciated. I'll respond to problem #4 right away, as it's part of why I do this. I like to use creative thinking and solution finding to find exploits and weaknesses in a system, prove it so others can learn from it and the system can be improved. I like basketball as much and in as many ways as you do, and I'll like Buzzerbeater better as it becomes more realistic, and I do hope my efforts will help achieving that. I don't aim for my idea to be a long term succesful one, I just want to prove it works and bring positive change to the game.
I think problems #1 and #2 are addressed quite well in my example roster. There's RB and JS across the board, and though maybe not as high on the traditional places, but overall I think it's the same level (15, 10, 10, 15, 17 RB and 14, 15, 14, 14, 10 JS). You could argue that having RB spread isntead of concentrated isn't as good, but I don't think it has that much of a negative impact, if any. The C still has 17 RB which is the highest skill level of the build, and the guards have higher than normal RB. In any case, with these skill levels the salary is still way below the salary of comparable traditional players, so even if the levels are too low, there's room to make them higher. Maybe my view on traditional players on the 14-17 skill levels is wrong, but I think they costs about 150k in salary, and then my 75k guards and 60-55k bigs are a lot cheaper with comparable skills (if any of this isn't true, please let me know).
Problem #3 is something I indeed haven't thought about. I've used balanced models for my players; G's with both IS and JR and bigs with both IS and JS. On defense, I forgot to put reasonable OD on my guards (what traditional bigs would have), but I think there's room to put it there. Otherwise they have the same defensive qualities, albeit inversed. I think with the current skill levels the players are pretty suitable for either outside or inside offense and defense, but it can be adjusted to do either in a better way, while keeping the salaries low.
In short, if you want please take another look at my example roster (which is really just a first draft and could use some tweaks), and see what is missing compared to traditional players of the same skill level (14-17). I don't think there's all that much missing, and if there is my players are so much cheaper than normal that a little extra salary woudln't hurt. If you could find some time to reply again that would be great, then I can work out the skills to be effective, and focus on them being trainable next
Thanks again!