To be clear, WL was used as an example over NattyPro or RegPro due to the relatively equal competition and lack of gutted teams.
GLB Passing is too risky
Some statistics from the World League...
In WL through 4 games there have been 132 Passing TDs, 170 INTs, on 3844 attempts and 128 team games played.
That means WL teams average 1.03 Passing TDs/game and 1.33 INTs/game.
That is 1 TD every 29.1 attempts and 1 INT every 22.6 attempts. Keep in mind this means INTs are even more common than this on non-screen passes, as screens are very rarely INT'd.
Due to risk, the top levels of the game are shifting towards more rushing
Through 4 WL games there have been 3844 passing attempts and 5107 rushing attempts. That breaks down to 42.9% passing and 57.1% rushing.
Passing there have been 3844 attempts total for 24036 yards. That is 6.25 YPA passing.
Rushing there have been 5107 attempts total for 25386.5 yards. That is 4.97 YPA rushing.
However note that there have been 30 fumbles lost total in WL this season, however 11 of these were on STs so that is 19 fumbles lost on rushes. That comes out to 1 fumble lost every 268.79 rushes.
So passing is slightly more effective from a yards standpoint (though the difference is much closer than the NFL), it is far more risky. Once every 23 passes you will throw an INT however you can rush 268 times for every fumble. Keep in mind the INT rate on non-screen passes is even higher than this, and since TE/HB/FB passes are picked off a good bit less than WR passes, I imagine the INT rate to WRs be insane (though I am unwilling to mine the data needed to compute this).
CONCLUSION
Due to the current state of INT-heavy GLB, you should not be passing on 1st/2nd down against equal competition at GLB's top level. While 100% run teams will never be optimal, they are clearly closer to optimal than pass-heavy teams. An ideal GLB offense currently involves being very run-heavy, with perhaps certain key personnel for clear passing situations (3rd and long you force in a passQB, recTE, recFB, recHB, and have a receiving WR at WR3 perhaps)
GLB REMEDY NEEDED
While I understand BORT is working on other projects, this is a HORRIBLE state to leave the current game in. Due to the huge risk of passing downfield compared to rushing. Also keep in mind team's usually have 2-4 rushers total, while they have normally 9 dedicated recievers (5 WR, 2 TE, 1 recHB, 1 recFB). Not only does it make for less interesting dotball and strategy, but it also means as teams shift more and more towards the apparent meta, 9 dots/team will become even more underused than they are currently.
I am not opposed to Warrior General games focusing on other projects, nor do I have a problem with a "stable" sim. I do however have a big problem with an end-game sim that crowds out options and strategies...
GLB Passing is too risky
Some statistics from the World League...
In WL through 4 games there have been 132 Passing TDs, 170 INTs, on 3844 attempts and 128 team games played.
That means WL teams average 1.03 Passing TDs/game and 1.33 INTs/game.
That is 1 TD every 29.1 attempts and 1 INT every 22.6 attempts. Keep in mind this means INTs are even more common than this on non-screen passes, as screens are very rarely INT'd.
Due to risk, the top levels of the game are shifting towards more rushing
Through 4 WL games there have been 3844 passing attempts and 5107 rushing attempts. That breaks down to 42.9% passing and 57.1% rushing.
Passing there have been 3844 attempts total for 24036 yards. That is 6.25 YPA passing.
Rushing there have been 5107 attempts total for 25386.5 yards. That is 4.97 YPA rushing.
However note that there have been 30 fumbles lost total in WL this season, however 11 of these were on STs so that is 19 fumbles lost on rushes. That comes out to 1 fumble lost every 268.79 rushes.
So passing is slightly more effective from a yards standpoint (though the difference is much closer than the NFL), it is far more risky. Once every 23 passes you will throw an INT however you can rush 268 times for every fumble. Keep in mind the INT rate on non-screen passes is even higher than this, and since TE/HB/FB passes are picked off a good bit less than WR passes, I imagine the INT rate to WRs be insane (though I am unwilling to mine the data needed to compute this).
CONCLUSION
Due to the current state of INT-heavy GLB, you should not be passing on 1st/2nd down against equal competition at GLB's top level. While 100% run teams will never be optimal, they are clearly closer to optimal than pass-heavy teams. An ideal GLB offense currently involves being very run-heavy, with perhaps certain key personnel for clear passing situations (3rd and long you force in a passQB, recTE, recFB, recHB, and have a receiving WR at WR3 perhaps)
GLB REMEDY NEEDED
While I understand BORT is working on other projects, this is a HORRIBLE state to leave the current game in. Due to the huge risk of passing downfield compared to rushing. Also keep in mind team's usually have 2-4 rushers total, while they have normally 9 dedicated recievers (5 WR, 2 TE, 1 recHB, 1 recFB). Not only does it make for less interesting dotball and strategy, but it also means as teams shift more and more towards the apparent meta, 9 dots/team will become even more underused than they are currently.
I am not opposed to Warrior General games focusing on other projects, nor do I have a problem with a "stable" sim. I do however have a big problem with an end-game sim that crowds out options and strategies...