@HockeyAdvocate
The whole system could use a revamp.
The gameplay needs correcting first so you can accurately adjust attribute effects to tune that gameplay.
The attributes need to be reclassified and balanced.
The X-Factors were kind of just thrown on top and need to be rebalanced to fit into the system as well.
The Tactics category is the prime example. The attributes in that category are almost meaningless for a majority of players. Fighting and Faceoffs get -5 by default and deking (which is a skill, not a tactic) normally gets boosted (though discipline does get some attention it can also be ignored by many builds).
The gameplay nerfs stick checking by applying magnetism for the puck carrier along with auto-recoveries (among other things).
A high stick checking stat does not mitigate those effects (other than penalty risk).
Stick Em Up (X-Factor) does not have a noticeable impact either (again, other than penalty risk).
Checking however, is programmed to be overpowered, the attribute make a significant difference, and Truculence virtually ensures every check will be "bone-crushing" and leave a player on the ice in the fetal position.
Over 90 in a stat shouldn't necessarily make you 90% effective at something, but it should severely tip the probability in your favor.
If you're facing someone with a 90 in a countering stat, the probability should return to 50%.
Say an attacking forward has 90 Puck Control:
If a defender has 90 Stick Checking, there's roughly a 50% chance of the puck being separated from the player. (Separated being the key word here.)
If a defender only has 80 stick checking, maybe that changes to 65/35 in favor of the puck carrier.
If a defender has 70 stick checking it becomes 80/20.
(*With a range of values in between of course.)
If you add a relevant X-Factor, it can modify those probabilities, but also tilt toward specific outcomes.
Stick Em Up for example, could reduce penalty chance on a failed stick check attempt by 50% and increase the effect of the contact on a successful stick check attempt by 50% (poking the puck completely out of range of the puck carrier instead of 6 inches). (*Just randomly using numbers as examples, if 50% turns out to be too much or not enough, that's where adjustments would come in.)
As for how attributes are categorized, I'd adjust them:
Speed Acceleration Balance Agility = Skating
Wrist/Slap Power/Accuracy Passing = Shooting
Deking Hand-Eye Puck Control Stick Checking = Stick Skills
Endurance Durability Strength Body Checking Fighting = Physicality
Off/Def Awareness Discipline Faceoffs Shot Blocking = Mentality
Each player type would get difference baseline and custom values for specific categories.
Sniper for example would have high base values in the shooting attributes and lowest in the passing, and more extra points to spend in the "shooting" category.
Playmaker would have high passing, faceoffs, and offensive awareness and more points to spend in the "mentality" category.
Grinder would have high faceoffs, def awareness, and more points to spend in the "physicality" category.
(When I say more points to spend you can interpret that as adding extra points 1-for-1 or the current system with custom adjustments to gain points to spend elsewhere, but the cost to add/subtract changes according to the player type's preferred attributes. You could do -5 to passing for a sniper and get a +5 to wrist shot accuracy, but -5 wrist shot accuracy would only give you enough to add +2 to passing.)
Anyway this got longer winded than intended so I'm just going to cut it off here.