I was wrong earlier when I stated that the OOTP16 simulation was broken and basically garbage and I'd like to publicly apologize. It turns out that the game engine hasn't changed at all as far as team strategies are concerned. Only the U.I. has changed, and it's the U.I. that sucks Shweddy Balls.

Please allow me to explain. My earlier post was motivated by frustration over not being able to set team strategies like in earlier OOTP releases. Well, after some serious thought, it dawned on me that it might be possible that the code base hadn't really changed much at all and I come up with a way to check it for myself.
First, I went back to OOTP15 and created a very specific strategy profile with everything set in the middle, or reset. Then I set the stolen base frequency to never for all scenerios, except for one, one that cannot be set in OOTP16. I set innings 1-3 and leading by 2 runs to it's highest setting. I then exported from OOTP15 and closed the game.
Next, I opened up OOTP16, loaded up my game, and imported strategy settings from OOTP15, and began simulations. The very first thing I tried was the simulation module again. And there was 1 stolen base, but I was unable to check the scenario because the box scores were not available.
So, I set up my manager settings to take care of the minor leagues, set lineups for the big league club, and started simulating one week at a time. After each week of simulating, I would check the stats, looking for stolen bases. There were none for a long time. Then, Johnny Peralta got caught stealing in a situation that was outside of my parameters and I thought my theory was busted. But:

As you can see here, he wasn't trying to steal, he was picked off, catcher to first! Game on!
Finally, the moment came, after hours of simulating and biting my nails. And it was the sneakiest runner of them all, Yadier Molina, that I believe proved my theory right :

The score was 4 to 1, Cardinal lead in the top of the 3rd, when Yadi finally got the teams first steal. All within the parameters set in OOTP15, and with OOTP16 settings all showing never steal. RELIEF.
So, to sum the long post up, for those of you that might get a little OCD sometimes like me, the team strategy settings look like they work just like they always have. You can set the strategies up in OOTP15 with the more detailed U.I. and export. Then open OOTP16 and import. The information will be there. You just won't be able to see it. It will still work the same as always, as far as I can tell.
I also failed to mention that I ran another simple test before this more complicated one that I just described. I imported a known strategy profile from OOTP15 into OOTP16. I noticed that strategy settings were similar, but I of course I couldn't check them all with the limited OOTP16 U.I. I then exported from OOTP16, closed the program, opened OOTP15, an imported the OOTP16 file into the OOTP15 game. The settings were exactly the same. Nothing changed. This led me to believe that all the info was still in the file even when in the OOTP16 game. I believe that I have also confirmed that the OOTP16 game still uses all the OOTP15 info for strategies even though they can't be seen or adjusted. Whew, break time, I'm tired of typing.
Edit : I just realized that with the 3 run lead, there should not have been a stolen base. So, it kinda works but not really. OOTP16 strategy settings did show all scenario's to be never steal. The stolen base I believe did occur because of the OOTP15 settings. But, OOTP16 cannot tell the difference between a 2 run lead and a 3 run lead. Oh, well. I guess I want my cake and to eat it too.