The whole point of training secondary skills was to create salary efficient player... better player...better than others on same salary.
I agree with this mindset. I'm not a hardcore manager making the best choices, but it is very important to me to play in an environment where it is still possible to do so; I want there to be a gap between players able to research and recognize efficient strategies and willing to enact them, and players who don't bother to RTFM or show minimal dedication to improving their teams.
this is a change for the better: the more skills a player has, the more he should be paid
I just said the other day that I would probably never be seen complaining as long as whatever depth or complexity the game does possess is not gutted for casuals. This quote exemplifies the mindset I was referring to. There is no CBA, no rookie scale deals, no RFA, no locking guys into long-term contracts. Efficient training serves as a substitute for these things. I think the game should be accessible for people who think like this; easy to learn and find some success, but difficult to master until they are willing or able to take the next step. I would focus on eye-candy to appeal to this demographic; NES "Double-Dribble" style highlights during or after games, better uniform customization, a "Jordan vs. Bird" style dunk competition at the AS break, etc.
So these new changes would remove or diminish the rewards for quality training.
Based on Marin's clarifications, it sounds like quality training may be redefined, but not removed or diminished in the long run. I hope this is the correct interpretation.