When it comes to speaking up this ain't the first time I've done it Kaizer. Here you go. Everyone is welcome to read and make the conclusions that suit them. Call it a charge if you wish. In the end your chosen nomenclature for my actions will be such as to best suit your POV. And that is completely normal.
About the Training system and this change - Apologies but I can't provide a pleasing amount of details. So I'll try to work with what I have. Because ultimately the design of the change is such that player-mutation is rendered impossible.
Up-selling is dead. Whoever wants to test this is welcome to do so at their leisure. And the thing is dead exactly because of what made it possible in the first place. The whole method with negotiations was to dodge slowing down of player training due to him raising to super high average quality value.
In the past we put down a cap on attributes, where 340% was the max achievable value. This was done exactly because we didn't want to outright eliminate one of the ways of training that some managers found proper for their strategies, namely - Concentrate on a single Skill tree and in doing so, to further specialize the player. Well... exploiting continued as many of you saw. Yes, these mutants ain't no where near the craziness that their past version would be, but normal managers still got hurt. This method would still allow for the manipulation of draws in competitions.
So we tried to figure out another way. Another way that would still close the gap but allow managers to have as many options when deciding on training as in the past.
This change is the compromise we reached.
What happens from here on after is that you can continue to employ a player-specializing strategy to training, you can still specifically raise one of the player's skills by concentrating on that skill's attributes. But in the long run, if you'd like that player to keep rising in overall quality, you'll have to train up his other attributes a bit as well. That's it. That's the whole spiel. And to be completely honest... everyone please take a good look at how drills are set up. You have already noticed that various drills cover various attributes from several skill at the same time. Additionally, most players have more than a single role (Or if yours don't, well I'll just mention that it's more empowering to have players with more than a single Role because that's just how it is. It's natural. Greater choice in formation. Greater possibility to have the right man for the job), and you should naturally strive to have players like that. And the more roles a player has, the more Key Attributes the player will be able to train.
And all this is talking about one certain method of training - Specializing. Any other strategy already incorporates a plethora of attributes from 2 or 3 skills at the same time.
So to wrap it up - I am sorry... but we can't have our cake and eat it at the same time. But now you can still have enough leftover cake and still be full. i.e. we took away some of the freedom in order to close up a detrimental exploit and still to a large degree allow managers to have a lot of leeway with their training strategies.
And I think a Training Guide is a great idea by the by. I'll start working on an official one to add to the other ones I wrote.