In BB players who play regularly [48 minutes] get the training, either ignoring those kids at the end of the bench with the potential to go far or playing them often out of position and at the cost of fielding one's most competitive lineup. There is no RL counterpart for that, and no logical one-to-one connection between training and minutes. In BB the effect of minutes played, ie players gaining experience, could be rewarded by the Experience attribute, and that would be logical. Minutes played could even be a small mitigating factor, upward or downward, in logical training coding. For example, if a player didn't play a minimum number of minutes (say 20) over a two week span, his training could be reduced 5% (choose your own numbers) to reflect a paucity of game experience.
Sure, there's an RL counterpart, just not an exact one. A coach is going to spend time preparing his players for the next game in the proportion that he needs them to play. For the Manchester United/LA Lakers level of wealthy franchise, of course, there are a number of assistant coaches that could surely focus on the end of the bench to help those players develop more, naturally. But everyone ain't at that level. So in that case, you figure the minutes played roughly corresponds with how much time the coach has to spend with a player in practice. If you're a 7 foot guy at the end of the bench, who's never going to play except if the entire team gets food poisoning, you're not going to find yourself improving much in outside defense because the coach isn't going to work with you on that for any serious time.
Of course, the minutes thing isn't the best way of achieving some sort of tradeoff between "everybody gets to field their best players and train young players in whatever they want with no cost but money" and "you can't get your players to get better passing the ball unless they play at PG, or at least not as efficiently". I think cutting the required minutes down by some percentage and giving partial credit for out of position minutes might work. I think a focus where the coach spends a percentage of his time on training, a percentage of time on preparation (leading to gameshape), a percentage of time on stamina and a percentage of time on free throws would be a far superior solution, of course. There you have to make meaningful choices with real sacrifices and the choices are different for each team depending on what they want to accomplish, rather than having no meaningful choices or one dominant choice.
The myopic emphasis on training in BB results in managers playing less than optimally competitive lineups, wasting youngsters' potential when they can't crack the lineup, wildly erratic hyperinflation adversely affecting almost every aspect of the game ...
It's not an ideal scenario, but I disagree on two things. First, your alternative is like having your cake, and eating it too, and then selling it to a neighbor for his kid's birthday. It sounds great, but it's ridiculous to think that any system where you can compete with maximum efficiency and train with maximum efficiency without any limitations other than how much money you can spend on trainees and staff will lead to anything other than a money-accumulation game (which too many people already were convinced of). Second, if people had been training instead of building up money and buying cheap older players we wouldn't have inflation, so blaming that on training is backward; if anything, it would be more logical to try to get people to build their teams, not buy them.
and a steady string of valid complaints in the forums about "minutes" and training, all of which seems to fall on deaf ears. You cannot really consider that well done, can you?
Gosh, and that's just your posts!
It could be better, but I think a system where you have to sacrifice
something beats one where you just buy your way