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I think this was all probably a way to try to shortcut a real problem, which is that the game really doesn't seem to create a lot of players who look like they have the talent level to play in the big leagues but they crash out for whatever reason.
I don't know anything about creating sim engines or coding or whatever - I'm just a simple guy who bull****s for a living. But it seems to me that if you are creating, say, 800 players for the draft every year, you want maybe 1 in 100 to have a talent level at creation that would make them among the best in the league if they achieved it, and maybe you also want around 1 in 100 players who are already at or near their talent levels at creation. (And of course, you'd have many players who are far below their talent levels, some of whom will never reach that ceiling.)
That would mean that, say, one generated player in 10,000 would be created at a level where they were already almost ready to be one of the best players out there, which implies that it would happen once every 12 years or so. That's historically accurate-ish. (In my lifetime: Mike Trout, Ken Griffey, Stephen Strasburg, Alex Rodriguez, a few others if I broaden the definition a bit.)
Now I just made up those rates, but my point is that you can tinker with this stuff until you get realistic results by using the current/potential ratings system as they previously existed and were commonly understood. As is true with most situations where people take shortcuts, it ends up a muddled mess. As the developers are now realizing, this game does not have the kind of fanbase where people are going to go "oh well, the overall sim numbers look decent, no need to drill down at too much of a granular level."
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