Basically what I was saying - trying to break it into a step-by-step process that the code might be going through and what variables are potentially in play to create a "he got fooled, make him swing bad" without a nod to how hitters get fooled or how/what actually fooled the CPU and why.
And this is pretty much what I was talking about with the "geared speed" that the CPU is looking to hit. A more baseball term is what the CPU is sitting on based on what you've thrown in that PA.
I agree with you - a lot of times the CPU doesn't get fooled because of the other processes above (i.e. ratings, confidence levels, sliders, etc.) dictate that the CPU "read" it without actually having to read the pitch.
Along with the system I've seen in other games with "sitting on" a speed is the difficulty in adjusting from that speed...and how much hitters get fooled being out front or behind pitches based on what they are looking for and what they get - trying to replicate the "organic" timing deception you mention.