If I could choose, my ideal system would be slightly different from this one.
The way I see it, a little randomness is still necessary, provided we can choose the potential of the players, as usual. But randomness could be applied to different aspects:
- random skills, which I think is bad because skills have a big influence on players' value
- random position, which I think is good because this way users would end up with missing roles and duplicate roles, so they would have to look for players in the market.
My ideal system would have all youths spawning with an unknown role and similar skills... all of them equally shitty, and their potential, along with club staff and facilities, and users' decision on training would make all the difference. That way, even if you don't know what role you get, you still know that your player is worth what you paid for, no disappointment for a low AQ.
After a few weeks with the new system, I think it is already evident that random roles weren't the real reason why users were scared to buy youths; nobody buys 4-5 star players right after the complete role is revealed, but rather after a positive trait is shown or high AQ is revealed.
That's not feasible anymore, but would you guys buy high-talent youths more often if you knew they were basically all the same level when spawned? No good or bad surprises, it's up to you to make them become good players