I totally agree with you on point #1....To combat this, I have to put a HUGE discrepancy with the Quickness and Speed for the CPU in the sliders...BUT it still does not solve this issue. But for reference (to alleviate the situation), I have Human Quickness and Speed at 40 & 45...with the CPU Quickness and Speed at 20 & 25 respectively. Now the HUGE downside to this is that the CPU does not get enough fast break opportunities (am on All-Star Level, but may be a different case on Superstar). So its really a balance act on this.
Point #2 is what really irks me as well. It seems that when a play breaks down, the CPU and CPU-controlled players on the User side, start to look like a bunch of herded cattle with all the bumping. Even on a double pick and roll set by the CPU, the amount of crowding and bumper car interaction going on gets frenetic. I'm not sure how this could be remedied, but when I look at the pick and roll implemented in NBA Live, it surely looks like an improvement (but of course, we don't need to go into all the necessary improvements NBA Live needs. Thats for another thread. LOL!).
Point #3 - The animation where the defender is riding the User PG is something that also needs to be remedied. Although strength and contact sliders can remedy to an extent, there is not enough balance. Sometimes its way too easy to get around the defender or it becomes like a magnetic wall and the User PG gets sucked into the animation constantly. I'm not sure how the developers could strike the right balance, but hopefully it can be done.
Hopefully this thread gets noticed by the community and dev team...Although by no means am I any sort of BBall or gaming dev expert, but I hope our voice gets heard on this.
Cheers fellas!