Realism isn't the problem - there can be no realism when ability/performance is not the driver of value, its potential (training). Quality becomes an artificial representation of value only at caps.
To fix the MV issue they'd need to separate training rate out from value and find another mechanic for it. (In an mmorpg they'd introduce a secondary currency (and means of getting it) and make that a premium so Player Value would be Cash for Q and Credits for Rate.)
The game has no true ceiling so trying to create one artificially breaks the cash flow. Attendances are capped, values are capped, prizes are effectively capped but the market diminshes and the player churn continues. So the celing is actually when the game becomes unplayable or when a manager loses the will to go on.
If it was me I'd build a test version of the game release the caps and see where it went. Then try to fix it. These caps look like a temporary fix that was allowed to be permanent.
Meantime I'd put in a Scrap Value for players.Although care would be needed to prevent FA Exploiting.