Also, ez37, that extra dialogue does actually hide some useful gameplanning data, even though most of it is just narrative gibberish.
Overall, I think GD 3.0 is a major improvement over GD 2.0. Couple things still need to be fixed, other than what they already plan to fix:
(1) Like in GD 2.0, randomness in game results needs to be toned down. While it is necessary to have some variation, to have this much is just silly - shouldn't be able to go from 60-0 win to 23-28 to loss back to a 52-3 blowout win). Upsets should come from gameplanning, not statistical variation unless the game should be close.
(2) Someone's going to have to write a guide on how to create your own gameplans. I see way too many people who don't know how to create working gameplans, as evidenced by the vast # of games that don't sim.
(3) Making defensive settings matter more is one of the biggest improvements GD 3.0 has made over GD 2.0: Setting your defense to stop the run or pass now has the desired rewards and consequences. However, one side effect is the proliferation of Gimmick Offenses: All Wishbone Pass and All Shotgun Rush are going to proliferate in droves if the passing out of Wishbone and running out of shotgun isn't toned down somewhat.