Grinding can be time-consuming but don't be so hard
So I played all the future star cup to get the second future star evo. 7 games, 6 loses, only 5 games with a score. I was able to add some of my opponents after match, and through chatting I know they all have much higher rank then I do. Score 3 and win the match does not shorten match time at all. All 7 games we play till 80+ minutes. I'm too lazy to complain about the matching system, but here is the thing grinding should be design to be easy but time consuming, so people grind to get evos or better player, so they still have remaining energy to go all in in DR or Champions. EA cannot expect every mode to be challenging and sweaty and expect players to be super engaged.
For now the base work load is already super heavy:
Squad battles: 16 full matches
Daily Rivals: About 20-30 full matches
Champions: 15 matches
So on base each week there are already about 40 competitive matches. 15 mins per match and that takes 600 mins, which is 10 hours. Basically you cannot do evo or objectives or gain evos in these 10 hours, there are tons of additional matches to play. Why did a lot of people complain about SQB AI? Because it suppose to be a grinding mode where things are easy and people get some time to play and relax.
My suggestion is, as long as there are restrictions on the squad (such as limit 4 88ovrs), it should be designed leaning towards grinding or having fun. Now almost all modes are very competitive, it is exhausting. EA project managers should consider experience this game by themselves, having tangible ideas of more user images and diverse modes within UT to let players of all kinds have some fun.
Otherwise, what is the point for having so many types of matches in UT if all of them are sweaty in the same way? Better just having a quick play mode and ranking mode and that's it.