Edit: As I can see your Open QB build right now, take a look at the caps on your throwing abilities. They are not that high (60s) because you have low agility and awareness, which if you read the descriptions agility governs "technique" (weird) and awareness also helps accuracy/technique skills. There is no list out yet on what skills are affected by which attributes, though it's more or less intuitive.
Do you think you need 5 whole points in speed? Or even 5 whole in Strength (pass power isn't too hot right now in favor of technique and accuracy). Those are the kinds of things you have to play around with and figure out.
No, you can't see the max levels on your stats until after you make the player. Yes, we've asked for this many times.

You get 1 free player off the bat and you can use your leftover FP to build new players.
You pick attributes at player creation that
you cannot change that determine how high you can put your skills and how expensive they will be to raise, so play around with it until you find caps high enough on the skills you want to be comfortable.
You can make an "experienced" player which fast tracks them to catch up to the current rookies (so you'd have a boatload of attribute and skill points as if you played the whole season) but obviously you don't get stats if you care about that.
The playoffs start tomorrow and rollover isn't nearly as long as it was in GLB1, you can see a general timeline on your homepage of what's coming up.
You can get "Superstar Points" in this game when your players tier up (ex. from Rookie to Sophmore). Superstar Players are more expensive for teams to use but have more skill and attribute points.
The game seems to reward building a little more balanced than GLB1 (there are more secondary stats that matter) and people are still figuring out how to best use Superstars (the #1 team in the game uses none, and I think the #1 team in the tier below that also uses none).
Past that it's just experimentation.