See, I actually have a big problem with the injury stuff they've added. First off, I still can't believe we don't have the actual injury statuses that we have in the real NFL. There is a lot to be managed with injuries in NFL football. You need to manage how you nurse certain guys back, you need to list their status on a weekly basis, you need to dedicate training resources towards their recovery. THEN the decision comes each week on whether or not the guy is ready to play.
Now, add to that the ability to have MULTIPLE injuries. 2k has already done this in their basketball game and it's fantastic. To me, this system screams the opposite of BIG DECISION. It's hardly that. It's a binary decision. I either bring the guy back after 6 weeks or bring him back after 8 weeks. Nothing changes from the time he is injured to the first 6 weeks he is definitely OUT. There is zero dynamicity to this. How much better would it be if I could actually be involved in making decisions to rehab the player at the risk of aggravating the injury. I log in and see that my trainer gives me the bad news... "BAD NEWS ON JPP! - WE PUSHED HIM TOO HARD IN THE WEIGHT ROOM AND HE SEEMS TO HAVE RE-AGGRAVATED HIS GROIN PULL. HIS RECOVERY IS DELAYED AT LEAST ANOTHER TWO WEEKS". Or I might see the opposite. Hiring a more experienced trainer might affect how these types of things are handled, and the success rate for them. Give me something to do that I actually care about as opposed to rushing to just accept a simple binary option that doesn't even map to real life.
With multiple injuries, it would be awesome to see JPP's pass rushing attributes affected with a tricep injury, and his speed and agility affected by a knee sprain. The problem with CFM is that there is nothing to engross a user outside of the actual games. The NFL license provides everything they need to model these things. They simply choose not to do it. Instead, it seems they have wasted away a good 4 years moving game mechanics around in different menus.