I'm going to address the above quote first before I address your earlier post because it'll make more sense this way.
Small detour. I've seen youtube breakdowns of NFL2k5 and Madden regarding ball tangibility during tip passes, interceptions, completed passes. NFL2k5 respected the ball being a tangible physical object and the outcome truly dictated if a secondary object (arm, hand, limb, torso, head, bodypart) makes contact. Madden on the other hand, ball collision physics isn't fully respected to "create" an outcome because the "ratings" or "situational ratings" already predetermined if it was going to be an interception, completed pass, etc.
The stance of saying that ball collision physics isn't always going to be perfect should however be a concerning matter and addressed. Taking ball collision physics out of the equation "to fit a certain outcome" brings forth the idea of "pre-determined" outcomes. This pass due to "situational rating" will be an interception; this pass due to "situational rating" will be a touchdown or completed pass. This will be a blocked kick because "situational rating" already predetermined the outcome, resulting in losing a game or winning a game depending on the team in question. It doesn't matter if the ball morphs around the limb or goes completely through the limb. The predetermined outcome takes precedent. Ratings taking precedent.
Keep the above concern in mind when reading my below responses.
The "window of opportunity for success of a block" limited to right after the user has released the ball straddles a grey area. What is your definition for "after the user has released the ball"? Is the ball still in contact with the shooter's finger tips?
It's a grey area because the physical nature and real basketball situation says a block can happen with the ball still fully engaged with the palms, any part of the ball still in contact with the fingers, when the ball is 5 inches off the finger tips, when the ball is 1 foot, 2 foot, 3 foot, etc. from the release point, when the ball is still in the shooters hand as he goes up for the shot but isn't at the apex of his release point (the shooters arm could still be in an L shaped position versus arm in a straight position). Limiting the window of opportunity to just "after the user has released the ball" takes away real world blocking opportunities that truly happens in real basketball, or simulation basketball.
With regards to steal, the above concept regarding blocks also applies. A dribble involves the ball making contact with the hands and ground. The distance between the hand height and ground is the window of opportunity for steal. Some individuals dribble high, others dribble closer to the ground. Do we neglect the 2k ball tangibility if the user times his steal perfectly? Do we implement Madden's lack of ball tangibility or questionable ball tangibility to make ratings the primary determining factor?
EDIT: Regarding Madden's passing yard 300 vs 1000. This involves the interaction between WR/DB and their respective catching ratings as well as QB accuracy. A bit different than "blocking or stealing" to a certain extent.