After going through plays, I noticed some "deficiencies" in assignments for the line (well for everyone, but it all starts up front). On offense it is either Run Block, Pull, or Pass Block and on Defense it is Blitz (direction) or Zone coverage area. I can understand from a coding view on why to over-simplify these things, but it is one of the root problems for the lackluster performance of the overall engine, especially in regards to run production.
But let's look at the strong point, the DL. Overall the Blitz (direction) works, it provides the straight up rush and the slant, what it does not do is provide the twist. This limits opportunity for BOTH teams to take advantage of play match-ups. The Zone coverage area is fine as is (just Zone coverage needs the tweak). This "fix" is quite simple actually, have a Twist Left/Right action which can then be "paired" with a Blitz Action. The Twist action results in either a delay or a one yard (or single step) lateral move before commencing the Blitz action in the same direction. So for a "Pretzel" 4-3 one could have LDE Twist Right, DT(2) Blitz Left DT Blitz Right RDE Twist Left resulting in the DT's crashing out and the DE's looping in.
The OL, well, it is lackluster to put a good spin on it. Zone blocking has been around since the 60's. Run Block is not very descriptive, but it gives no clue, written or visual, to what the OL is actually suppose to be doing, but sure does seem like man or single gap. If folks wonder why blitzing is so effective, the root of blitzing was defeating man or single gap blocking schemes by overloading gaps. This "fix" is going to be a tad harder...
First and Foremost, even if nothing else is heeded, on DRAW plays the OL needs to be in PASS BLOCK, not Run Block, whole point of a Draw is for the DL to get up the field (just like in a screen)
OL Actions:
Gap (Left, Middle, Right) Block: This is standard man/gap blocking dictating which gap to block, First to left, heads up, first to right. Same weight as current. (This will give a quasi-zone block feel)
Pass (Left, Middle, Right), Block: Standard drop back passing and allows for roll out passing as well. Same weight as current.
Power (Left, Middle, Right) Block, This is the current pull action, with the caveat that it means the player blocks the first unblocked defender in the direction indicated. (Note: Middle is there for the FB primarily so proper ISO plays can be run)
Screen (Left, Middle, Right) Block: This is a hasty retreat block intended to get defenders upfield in a controlled fashion. Speed and Acceleration become primaries again with Pass Block and Strength still important. (Primary use for screens, certain short passes, and draws)
Cut Block: Dives at defender's knees. High risk/reward block to open up the short passing game in that direction. Blocker gets a bonus to pass block penalty to run block and takes an Acceleration penalty after the action conflict is resolved, if successful defender's effective height is halved for deflecting/intercepting passes.