I hate to kill your buzz, but Buzzerbeater is a game of the long haul, it's a marathon not a sprint. Training updates every week, and as long as you train really young players you'll get skill pops almost every week. But you can't train a player to a strong competitive level in a season. Most skills take 2 weeks of full training at the very minimum to level up, that is for an 18-yo with 48 minutes, decent trainer or facilities (for example, advanced trainer but no facilities) and single (or otherwise fewest) position training (for example shotblocking for just C, or rebounding for PF/C). Also, the height of the player should match the trained position (because training outside defense on a tall guy goes slower than on a short guy).
For more info on training speed, check the training simulator, it has all formulas and parameters you can play with to forecast progression of training.
However I wouldn't call this an auto-pilot game. There's 3 games every week for which you should prepare, by scouting your opponent, figuring out his strengths and weakness and gameplan accordingly. This won't me much against bot teams, but since there's a lot to figure out anyway when you start you'll have your hands full until you manage to promote and play human opponents. Also, there's a constantly evolving transfer list that you can hunt for proper players, you can spend a lot of time to find good buys, and save money by buying low and selling 'high' (not immediately though).
My advice is to not spend any real money on training yet, it is the most delicate part of the game and shows slowest progression. It also costs more than it brings you financially, and money is the most constrained resource for a starting player. You'd do best to focus on increasing income by expanding arena and buying cheap players that can win you more games (if applicable). You should focus on 27+ players, taking into account that younger is usually more expensive, and there's a big value drop when players turn 33 because at that point they start dropping in skill levels.
You could buy 1 or 2 super cheap (25k or less) 18yo when the season starts, aim for at least all-star potential and 50 TSP and figure out how training works with those. Get a trainer that doesn't cost more than 15k/week and get rid of all other staff.
When you figure out how you should train (what skills, what order because of secondary training and elasticity, how to get players 48 minutes in a game), then you can try to spend some money on training (either in scouting points for the draft or better yet buying young players on the market because you'll know what you get for cheap, and better trainer/facilities).