From the start of MUT 24, I worked to assemble a 50/50 49ers team. It took a while, and it didn't help that so many of the best pieces were LTD's. Eventually I achieved that, but by then, abilities trumped speed and other attributes. Lesson learned. My approach to lineup management will change significantly for MUT 25.
There were flashes of fun in the team-building component of MUT this year, but if anything, the sequence of releases is what tilted this game heavily in favor of users who play MUT as a part-time job. For instance:
• Gridiron Guardians had some nice attribute bonuses from various chemistries, but no future releases built on those chemistries
• Theme Team All-Stars released at a time where many of the competitive player items were maxed out with just a single 5/5 motivator bonus
• Just after Theme Teams became relevant, we started getting many items with three or more 0 AP buckets, which matter so much more than +2 to impact blocking
I guess what I'm saying is that if motivator and team chemistries came earlier in the MUT cycle, and their development continued over time, while multiple 0 AP abilities came months later, this game would be more fun and have more variety. I know this is not the place to make recommendations to EA, but perhaps you see what I'm arguing for.