I don't think it's all that complicated.
That CB should be on the WR like glue...unless the WR does a double move. Or the QB does a pump fake. Or perhaps even PA.
In otherwords, if the CB can just use basic coverage techniques, he should be very hard to beat.
But if the CB has to read/react, then he should have a harder time.
A low MCV CB would have a very hard time staying in coverage against all but the basic fly route and have a hard time battling for position/the ball.
99 MCV and 99 AWR would be nearly impossible to fool. He won't bite on much double-moves unless the situation almost made it obvious (would have to set the CB up with a tendency, then work off it - and hope for the best), or he just simply lost a foot race to the ball type of play.
That experience factor or "playing above their athleticism" can be exactly what AWR does without really complicating things all that much. I think looking at success/fail as a binary thing regardless of situation is what makes things look (and play) out of whack.
If the DE does a speed rush with outside shoulder angle, then he should have a strong advantage right off the snap. If the T gets a hand on him, he can hold him up, unless the DE does a well-timed spin move.
If the DE is forced to try a bull rush - that would be less effective (DE has significantly lower STR). If they try a line stunt on that T, then the T has a good chance to read what's happening so he can block the DT that's now rushing outside while the DE can have a good feel of which gap to rush through on his inside pressure.
If the DE tried an "out-then-in" rush angle, the AWR of the T should give him a decent chance to hold up. Perhaps the T would end up holding, but might give ground or not hold engagement quite as long (maybe a half-second less).
PBF could mean the T won't get called on penalties when he succeeds, or if he has to shift position - it could help him keep his form and technique from breaking down and getting off balance.
Again, looking at it from a straight "pass/fail" stand point would make many ratings look/be useless. I think the game is looking at it too much like that than reading the actual situation/position/actions of the players and applying ratings at the right times.