What the game apparently needs is people thinking in simple football terms (UI as well as feedback). In simple terms, how do football teams increase the chance of scoring, and how do they increase the chance of conceding (that parking bus bloke on the SI forums). All the whilst balancing both; may also be influenced how opposition actually plays (sitting deep / pushing forward ////// using a formation that packs the middle where the space to be had is on the flanks vs one that is more balanced).
The tricky thing about possession too is that it is oft much too easy to come by in-game. Take this FM 17 sequence--- that's a third division team (AI) dominating the middle of the park against a first division team (AI), because the wide midfielders don't defend (hardcoded), and the two forwards don't help out the two guys in that 4-4-2 either. https://www.youtube.com/watch?v=MAVqYbrsOF0 The one AI has a 3 vs 2 training match in the middle of the park. That's been rectified by FM 18 at least. Still possession means ****. And the shots are only barely better. Go beyond stats, in particular of the level FM provides, and you're getting somewhere.
Either way, Zidane who considers this did rage last term a ******* lot (as did Burnley's opposition -- who didn't even try to keep opposition from shooting). https://www.nytimes.com/2017/11/25/sports/soccer/burnley-arsenal-premier-league.html
I always watch all the attacks of both teams, but sadly its no help whatsoever. How am I supposed to work out weaknesses in my tactic after a 5 foot 4 striker with less than 10 for jumping and heading gets above both my 6 foot 4 centre backs who are 15 plus in both. If i'm conceding goals by balls over the top to a quick striker who's adept at beating the offside trap then great I can work out how to fix that, but that is rarely what you see on the pitch. I've had to sit and watch an half injured Peter Crouch running and dribbling half the length of the pitch at speed through 6 players and slot the ball home like Pele or Maradonna.