I would like Coaches to get a few bonus attributes, which may or may not be hidden.
1. I would like Coaches to have a 'Teacher' Rating, which would be a penalty/bonus to the already established Knowledge Attribute. The guy might not have the goods in other areas, which would thus slow Player Progression, but he could be dynamic on the chalk board (well, I guess iPad these days) and on the Practice Field, putting out Play Knowledge like a running faucet. (Or if you are lucky, he's great at Player Progression which is dictated by his Ability Attributes, AND Teaching).
2. I would like Coaches to be able to 'learn' Plays from other Coaches. While this would include Coaches on their own Teams, during the 'Weekly Meetings', I'm more focused on learning Other Teams Plays. So say I have a Pass Balanced Coach, OC and DC... it would be nice if they could 'learn' through the game (and presumably 'watching tape' after Games) that Singleback 4 Wide X Slant Go that was ran 7 times against them.
It would be a form of Coach Progression, and while it shouldn't happen every game a Coach (and Staff) should be able to add 2-4 Plays like this every Season. I would make this one dependent on the Coordinators, with each Coordinator having a chance each Week to 'steal' a Play, but ONLY plays ran during the game (no Spygate here!) against them, and only plays that were called enough to get enough film to 'study'.
3. This one would take a bit of work. I'd like Practice to be broken down.
What I mean. Okay, Practice at High Level Football has a distinct form to it. Go out and Stretch. Break down to your Positional Groups. Shells (No OL O vs D for instance).
While we don't have to get THAT specific... I'd like Practice to have a 'Schedule'. Would be a simple Click Box type deal like we have for virtually everything else. We all get the same amount of Practice, it's how we decide to use it (and Coaches would come with Preset Defaults, just like they do with Weights).
So the first 15 Minutes or 10 Minutes (what ever segment you want to break it down as) are devoted to Stretching. Stretching Decreases Injury. You want guys to take it easy, do a Full Practice of Stretching... no one uses Energy, everyone gets some Recovery... but you don't get anything really done. (Stretching would be the only option for the first segment, you can add it to additional segments).
Then Positional Groups. Two Options. They can work on either Play Knowledge (this represents the Group working on Scheme over Form, like an OL focusing on ZBS over working the Blocking Dummies) or Attribute Gain (this represents the DL hitting the Sleds instead of working on the Twists and Line Calls).
Then Scrimmage. This would generally big your BIG step for Play Knowledge.
In the Positional and Scrimmage phases you'd have the option to 'Run Laps' or something. Would be less effective on Play Knowledge, but could be 'recovery' is 'Run Laps' or could be a push to influence Attributes if 'Run Gassers'.
What this does is gives us some control on if we are working for a Balance of Play vs. Progression, or if we want to push more to one side than the other.
4. Work Outs. This would be separate of "Practice" as it is in the NFL. You could choose the Intensity, and which level of Injury participates. That guy who is Probable likely can do it, thus getting that days 'gains'... but anyone can be hurt lifting (How many Torn Pecs end a Season in the NFL due to Lifting? A few every Season). So Injury Chance would be EXTREMELY low, but there is a risk, and that rare injury lifting could be Severe.
So do you baby the guys that are already hurt, have them hit the Hot Tub? Or do you try to get those Gains. Obviously more severly injured Players can't go and have to hit the Hot Tub/Trainer.
These are 'WAY down the road map' ideas, but I think they would add more strategy/complexity, while giving Owners more Control (or just letting the Coaches do it, giving Value to the Coaches and their pre-existing set ups).