Finally got around to spending some time on this game since the latest tuning patch. 6 games deep in a UConn dynasty. Observations:
-Man to man coverage is useless. Defenders fail to keep up with WRs/TEs, and even if they do, they will run away from the WR right before the ball gets to them so it's an easy catch every time. If you call a man coverage defensive play, you are asking to give up a 30 yard gain.
-CPU doesn't cheat much on run blocking. Once in a while there is a whiff, but for the most part, run blocking is pretty realistic. Very strong point of this game.
-CPU gets past pass blockers with ease, always. Play action is basically insta-sack. PA is only not insta-sack if you have been running successfully. Even then, you had better have made your read by the time you come out of the play fake and get the ball out ASAP.
-CPU defense almost always cheats on screen plays, jumping in front of the HB almost every time. But this is countered because the WRs still run routes, so if you get the pass to the WR off quickly you can take advantage of the cheating CPU.
-Human team WRs drop 90% of passes A) on 3rd or 4th down and B) if they are wide open, nobody within 15 yards of them. I try to not throw it to WRs who are too wide open, but it's too hard to fight the instinct.
-CPU offensive play calling doesn't cheat too much (i.e. calling the perfect play to counter the defensive play you called). And I have been able to confuse the offense a bit by calling a blitz, then audibling to a non-blitz zone coverage right before the CPU snaps it.
-The punt block return formation some guy mentioned on here is money for punt returns. Easy 10 yard return every time, usually more.
-Toss plays seem way too effective, but really it is just countering the defense which is too bunched up in the middle. Defense's fault.
-I love how screen plays develop quickly and you have to make the read quickly (whether a defender is going to jump your screen pass).
-Passes over the middle are much easier/more realistic with this tuning patch. They are an extremely viable weapon now.
-Blatant CPU cheating is still in the game (it wouldn't be an EA sports title if this weren't the case), but it seems to be limited to a few times per game, if any, so I find it to be acceptable.
Overall, this is very fun! Easily the best NCAA experience since 2007 for regular Xbox/PS2. Heisman difficulty is the only way to play this game. My first few games on AA, I was beating up on B+ teams with the likes of Fresno State and ECU. On Heisman, if your opponent is much more talented than yours, it's quite a challenge, and there is a very good chance you will lose. The only horribly awful thing wrong with the game is broken man to man coverage. You simply can't call it, ever, when there is the sliver of possibility that your opponent will be passing. The WR drops in clutch situations are very frustrating, too (maybe it's because I'm UConn?). Otherwise this is a pretty good game that I am enjoying very much!
edit - A few more observations
-I get 2-3 drive-killing holding penalties per game. CPU gets one maybe every 2 or 3 games
-The Super Sim feature is great because I hate quitting & restarting games, so in those games where the CPU is j*wing you every way possible, you can just sim to the end and get the loss over with.
-CPU d-line bats down 3-4 passes per game. My D line bats down 3-4 per season