Coaching is a crucial factor in successfully managing a basketball team. You can have the best players in the world, but without proper coaching, you're not going to get very far.
You are not the team's coach. You're the team's manager, which means someone else is down there by the bench who might be taking some instruction from you but ultimately makes his own decisions. I must say I am pleasantly surprised by how well the AI coaching works in this game.
We should be able to set each player's tendencies in games as well, such as defensive pressure (Normal, Tight, Loose), crashing boards (Low, Medium, High), etc.
Actually that's exactly what you shouldn't do. I've played a game like that before, and I cannot stress enough how
annoying setting the line-ups is. As a matter of fact, I quit when I figured out I can't be bothered to spend time setting 5 different parameters for each of my 12 players before every game.
Plus, there are other things to consider here: first, players already adjust their behavior according to game situations: foul trouble, for example. I don't think it would be too realistic or indeed useful for gameplay to treat your players as pawns who do your bidding each and every time.
There should be more offensive and defensive options, like Box and 1, Full-court/Half-court Trap, Triangle, etc.
Sure, go ahead and code them
My understanding is that offensive and defensive tactics right now mostly affect team ratings and shot selection (except for FCP, which gives you an extra chance for an easy basket). The tactics you suggest are expected to influence the individual behavior of players, which likely requires a new game engine. I don't think this is happening any time soon.
Setting the percentage of each player's touches and isolation plays. Which players should pick and roll. I would even add more skills for each player, like Athleticism, Footwork, Steals.
Most of these terms have no meaning in the current game engine. As for new skills, since there is a finite number of skills per player in the game, you can't describe everything, so something is bound to be left out. The current skill system already does a good job of describing a player's abilities, I don't think expansion is necessary. Especially having in mind that it's already somewhat difficult to compare the strength of the different skill sets (read: a bit too many skills per player).
In conclusion, one of the major assets of online games is having a wide user base; moreover, most of the said user base should have a good grasp of the game, otherwise we might as well play with bots. My experience tells me there are 2 major factors helping to achieve this: the game shouldn't be too simple, because game play is dull; and it shouldn't be too complex, because game play is annoying.
I am not sure where BB fits in my little scale, and while changes and improvements will always be possible, what you suggest is not necessarily a step in the right direction.
"I don't know half of you half as well as I should like; and I like less than half of you half as well as you deserve."