I think we'll be able to get a good representation of the running game with a few tweaks. Right now I think the main issue is that defenders are too good at making open field tackles. It's almost like they have a homing beacon and latch onto the offensive player when they're close. A lower tackles slider plus KRI below 50 seems to help and I actually have seen CPU RBs basically juke a defender with this. With KRI below 50 you get players reading the play vs above 50 they seem to go more with their "gut". below 50 you'll see LB strafe side to side more before attacking a running play vs. above 50 they will more or less stay in their original spot before attacking the play. When it's too low players will get too far out of position on plays like counter runs because they strafe to the fake side before the ball is handed off vs when it's too high the players will attack the fake side immediately and get out of position when the ball is handed off to the other side. This also comes into play in tackling where you'll see players break down more to make the tackle below 50. I think having KRI around 49 and tackling and break tackle lower we might see better running in space.
The pass game is another animal. All the passes are basically on rails and differences in accuracy are very small. What I've noticed is that accuracy effects more or less whether the receiver will catch the ball in stride and not lose speed or have to slow down just a little to make the catch and allow the defender to catch up to make the tackle. QBs with 99 accuracy will hit the receiver in the bread basket over the shoulder on a deep route vs. 85 accuracy they might have it land basically right over the top of their head so they have to stop a little or do the animation where they catch the ball behind them. So this kind of creates a problem because by just turning QBA down you won't see them starting to miss routine throws until it's way too low. With low QBA you also get nerfed throw power which is probably more important than throw accuracy. The higher the THP stat the more arc on passes so a QB with low THP will throw those stupid dart passes on deep routes that always get picked where high THP will throw it how it should look. So basically with passing it's trying to balance having the QBs be less accurate but not sacrificing too much THP. I'm thinking maybe lowering QBA but increasing PSSP from 1 to 2 might help. I noticed before when I put OAST at 1 that QBs seemed to throw harder so that might be something to mess with too whether this be strength or stamina.
As far as NCAA being pass happy I definitely agree. I actually lowered the run/pass ratio for all coaches in my dynasty by 5 (except air raid and triple option) to get them to run more. I think the CPU calling so many pass plays is due to the situational playcalling based on down and distance. With r/p set to 50 the cpu will have a 50/50 chance of calling a run or pass play on first down, but what if its 2 and 8? It feels like there are more times when a playcall needs to be pass based on the situation vs a run. So since the cpu is still just as likely to call a pass play on 1st and 10 as a run play, but less likely to call run plays on certain downs and distance you have more pass plays called. Also I think if the QB scrambles its counts as a run play so the cpu thinks more runs have been called than in reality.