I can't argue with the psychic play calling by the AI. They may come out with the right personnel to match your offense finally, but they call plays as if they still know. However, they are still susceptible to getting set up. I've had a ton of success calling runs in groups of threes against the CPU.
For example in Pistol Full House, I go Off Tackle -> Read Option -> Triple Option. It's all the same initial action but three different plays. I've noticed that end is more likely to crash if I've first set it up with off tackle, then after I run read option, guys start sneaking into the box and I can go triple option. It has seemed to work more realistically this year than it ever has. Power/Counter/Iso have worked very similarly.
Agree about the poor OL blocking, especially on pulling linemen and the FB. I notice it more downfield than I do right at the LOS.
From what I can tell, all the blocking in the game is zone blocking. So they don't have assignments but you used to be able to tell who they were going to block on the play art, not sure if that's still the case. I remember last year it would show the center double down on a tackle if that was the guy closest and things like that.
Second level blocking got worse from last year though. Last year guys would get to the second level pretty quickly, sometimes too quickly. This year, they don't get there or they get there and then get lost. Part of me wonders if there is some sort of a "looking" mechanism for linemen, where they'll block guys that come into their invisible vision cone but won't see or even try to block other guys. That could possibly explain why guys coming off the edge seem to get ignored by pulling linemen, who try and block a guy in the distance instead.
I don't know what is going on with pulling linemen anymore. Buck sweep went from being the best run in the game to being totally hit or miss.