In another game I've played, after the 3rd time using any one play, the "RNG" would start working against you heavily you for each time used after the 3rd. I don't know the exact rules of it but for example, the defensive line would jump off the snap faster to stop a run play, or a CB would break on a ball for a knockdown or INT on a passing play. Using a play a 5th or 6th time was almost a certain turnover making it impossible to over use any play.
A big reason why all these exploits mentioned above are so potent is because you can run them 15+ times a game. For me that's the biggest flaw, fix that and a lot of other problems will naturally work themselves out. Even allowing a play to be used 7-8 times a game before it becomes unusable. I can't imagine the headache it must be to try and balance this game as the developer, while allowing a play to be used an unlimited amount of times. Any change you make can open up a huge exploit somewhere else.. cause they can do it as much as they want.
eh