Option A is the correct scenario, because the Passing attribute will not be trained due to it being capped at 340%.
Don't look at it as if you're loosing out on training. This is why I suggested (and what I personally will be doing if I get to that point), to pick other drills.
You may be looking at it as if 50 Rests give you roughly 56% passing, 53% shooting and 49% speed but in reality Condition is a global resource for each player. Why? Because all players have more than three main attributes available for training. Couple that with the fact that there are 24 drills to pick from, all having variable sets of attributes that they cover, you can just pick drills that cover Shooting + Speed but not Passing. An ST for example has Passing, Shooting and Speed but also:
Dribbling; Finishing; Strength; Creativity; Positioning; Heading; - You got a wide choice of other attributes to cover together with Passing and Shooting.
Another way to look at things is: All the drills cover attributes that are available to only a portion of player Roles. i.e. Every drill has attributes that some players simply won't benefit from when training, as those attributes aren't highlighted for them. It's like 2/3 of the covered attributes. And yet we pick the most adequate/efficient drills for the player we want to power-train individually or a group of players with similar attributes knowing very well that not all of the attributes of the players will be trained, but that's ok because it's like that with all the drills. You gotta mix and match the most beneficial combination of drills.
In short: When you cap an attribute, view it as if it's not highlighted when it comes to training. Disregard it and chose other drills if need be.
Here's a table I made for my colleagues. It helps me with picking the proper drills when coming up with new training routines.
Attachment 92144