Sorry to bump this but I just saw it and I hope I can be helpful regarding the defense ratings. Going back and adding made-up all-defense teams is really just a band-aid to mask ratings that could be better. Effectively, the biggest stat bump comes from being named to a team, and that's not necessarily realistic either. The defensive stat is currently used in the sim as a modifier of the opponent's shooting %. So, since we're basically trying to model a player's contributions to team and individual defense, by far the most important stats in the equation should be opponent's team FG% and, if available, FG% of that player's man (particularly in the years prior to zone being allowed). Steals, blocks, and even rebounds should still be part of the D rating equation, but not a very big part. Steals probably mean that a player is a good on the ball defender, but it might just mean he's an undisciplined gambler. Blocks probably mean he's a good help side defender, but coming from the weak side is a whole lot different than having your man back you down in the paint. Besides, both these stats - like rebounding - are accounted for directly elsewhere in the simulation engine. A good rebounder might just be someone who crashes the boards without discipline or regard (*coughTROYMURPHY*) but is probably someone who has a lot of effort, physicality, and attention to detail - all important characteristics for a defender. To me, fouls are a function of the star power of the player he's guarding relative to his own, but I can see it being a part of the D equation. Probably the smallest part. The bulk of it should be opponent's FG%, individual and team - because that's what we're trying to simulate in the first place. Do it that way, and the results might be a bit surprising in cases, but the sim will probably be much more realistic.