I personally feel that ratings should affect your skill as a player to execute something.
If I have a CB who is in perfect coverage, I may be able to increase his chances of making an INT (despite 55 Catching) because I pressed the button at the right time. That is a marriage of skill and ratings. The chances of the DB not catching that ball will increase with higher catch ratings and higher catch ratings only.
The key thing in that hypothetical is the CPU's ability to recreate perfect coverage, and for the game to abide by real life physics. If my DB is 3 yards behind the WR on a streak route, there is no way that my DB should be able to jump up and CATCH the ball, regardless of his ratings. I may, if I have a physical freak like Patrick Peterson, in my attempt to make a play on the ball, deflect it slightly but that is it.
If my CB has awful coverage ratings, or a horrible combination of ratings, besides catching, he should only be of use if Tim Tebow throws a ball right to him about 7 yards away from his man.. If the CPU controls that player, the ratings should determine the likelihood of success. If I am controlling that player, his ratings should determine the likelihood of success, although they may be increased due to good timing.
With regards to tackling... I do not want my LB to be CPU controlled when I am trying to tackle a player. The Ball Hawk feature irritated me (not only because in my 32 team CCM there were numerous individual players with 18 INTs on a season and half the league's starting QBs had thrown 30+ INTs) because players, even guys like Ed Reed, would try an intercept a ball but get ridiculously flat and get burned for a huge play. Meanwhile, despite the odd play here and there, the 99 speed CB would be able to track any ball all over the field. The real ratings such as play recognition did not matter as long as Ball Hawk was activated. If a guy was slow and you used Ball Hawk, he'd get there too late.. if he was fast he was there in an instant.
Ed Reed gets to balls downfield so quickly because he reacts faster than everyone else. If he is 99 Play Recognition, he should see a throw and move on it before someone who has 70 play recognition would. If I press Ball Hawk, I need to know that Ed Reed is already on his way and I'm just usering something that has a good chance of happening anyway. Instead, its fundamentally flawed because that is never the case.
I have similar concerns with tackling. What use would it be to have an elite LB with great skills at recognition and pursuit (but may be 75 speed) when anyone could just get an 80 speed LB and use the 'heat seeker' all play long to blow plays up as quickly as possible? How can I trust that EA will implement the system fairly and accurately?
If it was left to skills, then I would know that if I wanted to make a tackle with a bad LB, I'd have to make sure he was in perfect position and hope support comes should the tackle be broken.
I think that was an unnecessary and complicated way of explaining myself so I'll try to paraphrase (excuse me its early lol)
Basically, if the game is unable to implement these features that accurately take into account the ratings and traits of a player, then why should we be forced to cede control to the CPU?
I cannot intercept a pass without being at the mercy of the CPU messing it up for me, regardless of how good the player I'm controlling is. Likewise, my opponent is at the mercy of the CPU because I can compensate for a terrible player's shortcomings with the help of the CPU.
If I have control and am responsible for the play, such as me not getting deep enough when strafing to set up the user INT, then I will feel more comfortable in giving up the 80 yard TD.
Having a great player get owned by a bum because the CPU's calculations are fundamentally flawed beyond my control is infuriating.
Implement things properly or let me be ENTIRELY responsible (with ratings affecting personal percentages for actions)