Try to imagine this thing from the perspective of manager which is not a fan of buzzerbeater. You can explain him several points of how in fact hard is the player developing, how you have to think about every aspect, but in this case minutes managing, we are not hitting the point how you are capable to do that, but how annoying is that.
The easy approach is to tell a new manager to manage minutes on a weekly basis and not on a per-game basis. I think the "forums wisdom" reflects this fairly well in case of 2-position training, where the usual guideline for beginners is to try and give 5 trainees 48+ minutes. That's a realistic goal even without any funny minute management tricks, although you can't guarantee it every week.
I actually already addressed the new manager/not fan of BB issue in terms of game design goals in my previous post. I think the (commonly perceived) incentive to get 48+ minutes is perhaps too high in relation to the (commonly perceived) risk of losing something by targeting extreme minute distribution. One key advice for beginners is to always aim for 48+ no matter what. I'm guilty of repeating that mantra as much as the next guy, but IMO that's not how it should really be. Regardless, I think the current minute management aspects work pretty well given the current training system and our understanding of it.