I can't help but feel this system is the antithesis to reality. The system itself makes it practically impossible to hold a staff member for any real length of time. Staff member production, in reality, is based on the relationship a member has with a player. These relationships of course are forged over time and lead to people creating focused training regimes, warm up drills, and other fun stuff that just doesn't come over night. You can throw something together for everyone, but for it to be really effective for a player, and remember we're talking about "professional" players, the ideal situation is specialised training and health strategies.
Because it's next to impossible to hold the same staff member for too long unless you're willing to pay an ungodly amount of money on staff expenses, this rapport is never really developed.
The prices themselves might add thought to that aspect of the game, but it also makes this game difficult to play for people who might not have a great deal of time on their hands and can't "babysit" bids on staff.
The new system isn't without its charm, but the amount the prices increase week by week is a bit much. Especially because the game engine assumes that a trainer of equal level to another are also equal in their ability to train players, ignoring the idea that a trainer who has a deeper relationship with a player would know what this player responds to and learns from the most. That knowledge isn't really there for the other trainer and in all reality a newer staff member wouldn't be able to be as effective as a trainer with a rapport of a fictional team in question until this fictional second trainer would have time to figure out and adapt to the style of learning the players have.
That's just how I see it at least...