I would definitely agree with you on that count. I'll maybe do a follow up in that thread but I think the important takeaway is that Def Stopper activates against jumpshots/layups/dunks and Rim Protector against post-up shots.
So DS is obviously most important for guards. Not important for them except if you want to counter one of the few guards who have elite post-up game (i.e. Kobe/MJ post-fade).
And RP is obviously most important for bigs, in that they're mostly defending post-up shots. BUT...DS is still very important, because it addresses defending guards and wings driving to finish at the rim.
Maybe. (Heh.)
I agree with your thoughts and share your sense of dilemma.
This is how I would settle it: strongly consider that you probably will not use this T-Mac for all that long, if you're a big T-Mac fan.
I think, in 2K15, there was only one McGrady and that was an elite, Onyx Magic McGrady.
In 2K16, there were three McGrady cards, released in ascending order of OVR: 82 OVR ROTY Gold Raptors McGrady, 89 OVR Gold Historic Rockets McGrady, and 96 OVR Diamond Magic McGrady.
Maybe they do just this 83 OVR McGrady and then do a Diamond version very late in the game. But I suspect it'll be the same as last year and you'll see a Ruby McGrady within a few months.
So, the point of this could be: break the tie by going with the cheaper badge so you're investing less sunk cost in a "temporary" card. You're already sort of doing that, if your platform is PC or like the PC AH...Acrobat being a little expensive, Posterizer economical, and One Man Fast Break being cheap.
Defensive Stopper is very compelling. But on PC, at least, it's one of the rarest and most expensive badges. Typically selling for 8-10K.
I would also stay away from badges that have to do with Energy. Because nobody is really heads-and-shoulders above readily available alternates. If McGrady gets tired and you relieve him with Majerle, it's not like you're going down in player quality. So no to Relentless Finisher.
And if your McGrady beats up on your opponent's McGrady and he has to put in Majerle...no big deal. So no to Bruiser.
(And same rationale to disqualify Tireless Scorer. You just sub in someone else so you're not shooting with a tired shooter.)
I would also not go with Deep Deadeye or Limitless. First, they're expensive. Secondly, he's not really a good shooter and he doesn't have good offensive consistency, so you don't want to take contested threes or long threes with him, anyway.
For P&R Maestro and Ankle Breaker and Catch & Shoot, it really depends on how you play. Will he shoot off of screens or be the ballhandler to dish to a roll man? Do you ISO with him and juke your way to the hole? Is he not your primary ballhandler and is mostly going to be waiting for a pass to shoot and/or running off off-ball screens?
Mid-Range Deadeye also will depend on how you shoot and how you play.
And Difficult Shots...this could be very interesting if very effective and one is apt to do stuff like shoot stepback jumpers and spin jumpers (like I'm thinking with my Ruby Crawford). Especially if the player's animations create a lot of space.
A big question is if Difficult Shots also activates for Post-Fades (turnaround fadeaways, really...I'm quite sure it'll work with face-up fadeaways) and Post-Stepbacks and Post-Hop Jumpers.
If so, then I would go with this. Because of his post-up game and high, for a guard, Post Fade. Even for that alone, but also throw in all the other "difficult" moving shots he'd take...not just midrange, but probably also outside (i.e. a stepback three-point shot or sidestep to use a screen).