Height edits: I just prefer teams to look the part. First, I never edit AAs height to make them shorter, only taller. Everyone else gets edited because there are too many tall players generated by the game. It is a lot more interesting to watch a small school put four guys under 6'6" on the floor.
FT edits: I do this to bring FT% in line with NCAA stats. Too many players shoot over 80% and too many teams shoot under 60%. This is solely due to how CH2K8 generates recruits. A 85 overall player will have a very high FT rating generally. A 55 over all player will have a FT rating between 50-60. My FT edits are a little more involved than what I wrote in this thread, but you get the point.
In game FT% is about 5% higher than sim, so I edit my own team -5 to FT across the board. Technically, you should also do the same for each opponent, although I do not.
AA selection: I made a table of probabilities for each position. I take the Top 3 recruits, but only 1 recruit at any one position, and they are automatically one-and-done type players. I then generate a random number (RNG.org) for each remaining AA but no team gets more than one AA at any one position. The random number determines whether that AA is a gem or bust or whatever. My system generates about 7-10 gems, 3-6 busts. Then I pick 6-8 other AAs to boost slightly to be those guys that choose to come back for a sophomore year.
It is not perfect...for instance, I think I am too hard on the busts in the class, so I am watching that play out with a couple of players in my current legacy. The general idea is to float about 8 Freshmen into the draft, and about as many sophomores.
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