Well this sentence mentions something new, I hadn't seen before.
"A slight delay in player switching is meant to keep you from accidentally running players out of position."
I wonder how this works but I think it has another benefit besides just the one stated, which I am pleased to see. If you notice, like with the new "personnel" grouping for no huddle, they are touting it as fix for the CPU having layers out of position, which I'm sure it does and it also keeps "chessers" from going from goalline to 5WR set. Likewise this "delay switch" feature, while keeping Users from "accidentally running players out of position", might also help limit Users from taking control of CPU players and unrealistically undercutting routes, for catches/ints.
http://www.youtube.com/watch?v=qj0lr_Gue98
Hopefully that delay in tandem with players having to make cuts when changing direction and stamina/fatigue, will create a more human like quality to User controlling players. However, I look forward to when the Infinity Engine applies to ALL player, ALL the time, so some of the User acts can result in realistic outcomes, like players losing their balance and falling down after jumping into the air, like in that video I posted.