This could also be titled "Make running inside and outside equally balanced"...for years now, one of the constants in NCAA (and Madden for that matter) has been the use - in one form or another - of the "Fast Guy Run Outside" offense.
Now, this is NOT a glitch necessarily, just a programming anomaly that impacts realism. It IS possible to have fun with the game even with this error in place (its been like this in one way or another forever), but if the game is looking to improve or become more realistic, then in addition to player locomotion / momentum and QB pocket protection and drop-back passing, this is another area to fix...
This is just an illustration, but the issue is the lack of balance between the interior running game and the outside running game. One of the major annoyances is the uneven-ness of interior running. Frequently, engaged defenders do not stick out an arm to slow a runner or attempt a tackle, they simply warp off the block into a tackle animation and bring down the runner...this same mechanic SOMETIMES works on the outside runs, but more often than not, edge defenders get "stuck" to their blockers for an extended time...thus allowing fast RBs, QBs and CBs/WRs placed at QB to run for yardage to the outside that they cannot gain on the inside (ie. between the Tackles).
In the video (available as Part 2 of 3 for Season Showdown at EA's NCAA 10 website -
http://ncaafootball.easports.com/media.action ), you can see that the user, controlling Jahvid Best...err, sorry Cal HB #4, clearly has a hole on the interior to hit on a called Dive play...yet that is NOT where the ball is run. This is largely due to the fact that the interior defense (DT's and LB's and even DE's) in general shed blockers and make tackles at a higher rate than the edge defenders do.
When a play is designed to run up the middle, and the user CHOOSES to take the ball elsewhere - usually to the outside - it is almost always because the long route is more successful overall. The game does a fair approximation of defending this at times, but persistent users are able to annually find the gimmicks and flaws that allow the "strategy" to persist.
The "fixes" are usually either hampering the offensive blocking AI or casuing the RB to stumble and lose speed - in both cases, the cure is worse than the disease for "realism". Just because the game is progammed incorrectly does not mean that guys with great agility and speed like Best should be "controlled" to mask the game's problems.
The actual fix would be to correct the blocking mechanics so that a defender with outside shoulder leverage can disengage to the outside - and the only thing a blocker could do to maintain the block would be holding. This would result in the user still having control of his player at full ratings...if he wanted to try busting Jahvid Best to the outside on a called Dive play, then he could...BUT if the OT or TE on the outside was poorly rated for awareness or Run Block ability, the act of breaking the run to the outside might work, but would also increase the chances of a holding call by a ratings based factor...
As it is, THIS is the usual result (or a high percentage):
There are numerous examples of the game making compromises to cover holes in the basics of its programming for "football". If the core programming were addressed, then things like warping and speed cheats and unrealistic player momentum could all be addressed.
I am a bit of a realist here...I KNOW EA Sports is not about to scrap their core programming (no matter how many times they throw around the phrase "built from the ground up" - which coincidentally would be astounding that they would tear something down to the ground and then rebuild it with many of the same animations and sequences intact year after year). This is most likely never going to happen on XB360 or PS3. I just hope that when the next "next-gen" transition takes place that EA considers some of these changes for that core engine.