If I wanted to play rock-paper-scissors, if I wanted to play a game of pure chance, I would do so instead of playing BuzzerBeater.
Something like that has no place in a game where it takes you multiple years to train players and improve your team.
There's already a lot of chance involved and you could lose a season's effort in one unlucky game, now you're pretty much guaranteed to lose a close game if you guess wrong (wrong tactics+bonus) ?
I don't like it. That's not fun.
If you're facing an opponent who does multiple things, you already should be setting a lineup based on which one of their approaches they're going to take, unless you're one of those who puts out the exact same lineups, exact same tactics, regardless of your opponent. If that's the case, you're kind of in the group of people this change is targeted to effect - and as someone playing Princeton/M2M almost exclusively (albeit with different alignments of my players), so am I in a way. So we can look and see is it good for the game as a whole to reward people for not playing cookie cutters and autotactics? Yes, it is, so while it may inconvenience me, I'm encouraged that it's still a change for the better.