OK, the sack issue has been pretty much "fixed" for me...SO FAR.
I say fixed because I've had to band-aid together tons of different things. I fully understand the AI for QB out of the box is...broken
Editing QB traits + ratings + offensive line stamina + custom playbooks + offsides to 0 = beautiful games on All Pro.
In MY opinion.
I know it's a ridiculous amount of steps...far more than we should put up with.
BUT...
If you can get past it, the game is playing 10x better with these tweaks.
Just finished two games. Carolina (ME) vs St. Louis and New Orleans (CPU).
Sacked St. Louis 0 times and New Orleans once.
Stats were very realistic. Both QB's were around 60-65% with 1 INT. Won both games by 6 or less.
One of the BIGGEST keys was tweaking the CPU's playbooks and stripping away plays that tend to result in sacks. Not only 4 verts, curl flats, and spacing...but any plays that don't have safety valves (TE or HB routes). Also - many PA plays take way too long to develop...unfortunately it's a best of trial and error tracking them down. A lot of 4 WR and 5 WR sets are also difficult for the CPU when they don't have enough time to handle the blitz.
Again, I know it's a pain in the neck. A ton of work. Takes two controllers and that whole nine yards. BUT it's NIGHT and DAY compared to the GARBAGE play calling the CPU uses by default. In my opinion, it's very hard to have a good balanced game of sacks/pressure against the CPU against the default play calling. There are just too many predictable play calls that result in easy sacks.
So with that being said, here's what I'm currently running as my setup:
QB TRAITS:
QB STYLE: SCRAMBLING
THROW BALL AWAY: YES
SENSE PRESSURE: TRIGGER HAPPY
FORCE PASSES: BALANCED
TIGHT SPIRAL: YES
QB RATINGS:
SPEED: 80+
ACCELERATION: 80+
ELUSIVENESS: 99
BALL CARRIER VISION: 99
STAMINA: 99
OFFENSIVE LINE RATINGS:
STAMINA: 99
PENALTY SLIDERS:
OFFSIDES SLIDER: 0
FALSE START SLIDER: 40 (still testing - will probably need to be 0 too)
More testing to be done this week. Will keep everyone posted.