I have three main points here.
Point 1:
ID=SB
The "best" combo for the engine. It is just the way, how the engine was set up and is intended to run.
Point 2:
ID > SB
The main target here is to defend the opponent and take away the high % shooting spot. With ID you force your opponent to take worse shots and SB is just the secondary option to block or alter the shot.
Point 3:
SB > ID
I call this a "trap C". You lower your ID intentionally to open up a mismatch. The engine will shift towards this big and run more actions against him. As soon as the opponent takes the shot, the high SB kicks in and you stop him.
The crucial point here is, how far can you lower ID. If it is too low, the opponent will outplay you and take high % shots. Or your big fouls a lot.
From what I know about the game engine, ID should be in the range of the offense skills of your opponent.
So if you play against IS 23, ID 20 and SB 20+ would be my target.
Maximum 3 skills between your ID and the opponents IS.
SB can be 23 or 24, what you want and the capspace allows you to train.
If you run a IS+ID+RB PF with a trap C, you can set up a shift. The C has just to look like the better mismatch
When I build and and analysed Haek, the better he got, the more the engine tried to evade him. The big besides him got more and more actions to defend and had more blocks.
In Utopia I am building some trap Cs currently...