First of all, let me respond to you. In my experience (I haven't done any kind of testing on it) ratings such as Spectacular Catch, CIT, and Jumping don't work the way they should. Now that doesn't mean they don't have an influence on the game. Here are a few examples:
(a) A player with a jumping skill of 95 is more likely to jump for a ball thrown high than a player with a 65 jump. What this rating should mean, however, is how well a player jumps and how high. This would change the vertical radius in which the player could reach for the ball.
(b) A player with Spectacular Catch rating of 95 is more likely to dive for the ball than a player with 65 SC. Now this ratings works a little more than say, jumping, but the real way it should work is this: A player with high SC should not only be more likely to attempt those crazy catches, they should have a wider radius to which the ball can be thrown to them and they can still catch it.
Now the second thing I wanted to say, is that hopefully with the Physics (2.0) system being implemented next year, as well as probably O-Line/D-Line interaction physics, ratings
should matter a lot more than they do now. Instead of everything being a simple probability, it should be more of who is in position to make the play, does this player's rating indicate that they would make this play more often then not, and do the ratings of the opposing player (say, a Right Tackle on a Defensive End) indicate that they could stop this from happening.
Here is a scenario for you:
A pass rushing Outside Linebacker hits the edge with an unexpected blitz (lets say from the right side). Due to the surprise, the OLB has an immediate edge over the Right Tackle. Now in this case, we should have multiple scenarios but in the case of NCAA '13 (and often Madden '13), we only get two. And those two scenarios are the OLB being "sucked" into the Right Tackle and being blocked successfully or the OLB runs by the Right Tackle and gets the sack. Instead, we should have at
least three different possible resolutions to said example. Here are a few of those:
1) In this resolution the RT and OLB are balanced in ratings. Lets say the RT has 90 PB, 85 Awareness, 65 Speed, and 90 strength. On the flip side, the OLB has a 70 Finesse Move rating, 75 Speed, 75 Strength, and 90 Awareness. Now because the OLB has the edge on the speed rush, around 7/10 times, he should get to the QB unless there is another blocker in the backfield. In most of those 7 cases, you should see the Right Tackle at least slow the OLB down a bit, but not enough to keep him out of the QB's face.
2) In this resolution, the RT is much better than the OLB in terms of ratings, but still at a disadvantage in terms of position. What happens here, you ask? Well, in this case, the ratings should almost make up for lost position, so now we are looking at about a 50% success rate for the blitzing OLB instead of 70%. Here, the Right Tackle would likely use quick footwork and good awareness to make the block before the OLB can get around the edge. Sometimes this will stop the OLB, sometimes it won't. Remember, the OLB had better position.
3) Now lets say we have a Freshman RT and an All-American LOLB. Not only does the Linebacker have the ratings advantage, but he also has an advantage in position. Not only does the LOLB get the edge, but he is also on a bee-line to the QB for an easy sack. With both position and better skills, the OLB makes this play about 90% of the time.
With all of that said, I'm not sure we will be getting a true ratings system anytime soon. But with physics on the horizon, things definitely look better than before.