I haven't analysed recruiting classes, but here would be my method:
- Generate and save
a lot of recruiting classes in the game (at least 20-25, but the more you get, the better your data will be)
- Export and compile the data into a spreadsheet
- Find a way to group players (I would probably use position, tendency, and star rating)
- Find the max/min and average for each grouping combination (the biggest issue will be the athletes. You probably have to figure out what positions they will be best at, then apply multiple criteria based on that. )
The issue with scaling from player generated to the CPU models is realism. The method BossHawg developed creates a very consistent skills from player to player, regardless of position. The CPU averages, however do not align with realistic straight line measurables like speed would. The position/tendency averages EA is using are not realistic. I would create a realistic method, then apply the max/min and average accordingly. What I mean is, if 3 star power HB average out with your method to an 85 speed, but the CPU average is 78, subtract 7 point from every 3 star power HB in your list, but make sure none of your 3 star power HB recruits speed is over or under the max/min of the CPU players (this is where the more CPU data you collect, the better).