It's interesting what you see in these games once you start to look for it...
The easiest analogy is "passing lanes" in basketball...
Higher AWR QB = more open lanes, more often, bigger windows
Lower AWRQB= less, less, smaller, etc.
It's a pretty "underbaked" system, but at least it separates the QBs somehow...
Guys mistakenly believe that the AWR of a controlled player is overridden by USER control and that's not the case...
It determines how the CPU "defends" you...even more subtle, but still in evidence are the "running lanes" for a High AWR HB v. a low one...
That being said, I think OP has the core concept of a revamped progression system that would be based in training and practice time, as opposed to just time on the field / production...