There hasn't been a ton of discussion about rules partly because I was waiting for the league to fill up more (though we definitely can start talking about them now)...but also because I want to get my hands on the game first to see what's a problem and what isn't. Fortunately, I'll have Season Ticket this year, so I'll be able to start my research on Friday.
But looking at these one by one for purposes of discussion:
1. Game Clock
Last year we did 5 minute quarters with no clock acceleration, which seemed to work well. I will let it be known though that I have no problem with people "chewing the clock". It might be lame to not snap the ball until :01 on the playclock early in the game or with the score tied, but I'm not going to force people to play a certain style of game either. Not every team is loaded with offensive weapons. Some teams are going to have to be strategic if they want a shot at winning. Not everybody can just run & gun down the field. I've always said, "If you don't like it...stop them on 3rd down." If anybody thinks we need to adjust clock settings because of this, I'll listen to opinions.
2. Injuries
This is a complete "let's see how the game handles them" thing for me. In Madden 12, I feel like the injuries were too severe and hit star players way too often. I had my top CB knocked out for 9 weeks by making a tackle for a loss. It was just too much dumb random luck for my liking. The idea that you can do something well and get screwed over is a bit much in my opinion. If things are as EA promised and injuries are more varied, with some that can be played through, I'll be fine with them.
2B. Weather
You didn't mention this one, but it went hand in hand with injuries for me in Madden 12. I ended up picking a dome team because I got sick of playing in the rain almost every single game. Rain games weren't enjoyable for me, and again, I felt like they brought too much of an element of luck into the game. At the end of the day, if I'm going to lose, I want it to be because my opponent outplayed me and was just the better team. This is also something we'll have to test to see if they've fixed it at all...and it will definitely be up for discussion. But for me, I'd rather have no weather than have some people stuck playing 75% of their games in a monsoon.
3. Trade/Free Agent Limits
Last year, we had a trade cap and only one designated time per season when free agents could be signed. This was to prevent people from going crazy, gutting their team, and signing every free agent available. But Madden 12 didn't have a salary cap either. I'm hopeful that this year, the new features in Connected Careers will handle that for us. I'd like to say no trade or free agent limits, but again, we'll have to wait and see if it works. Similarly, player progression will need to be looked at closely as well. I'd LIKE to do it more than once per season, but I'll need to do some testing to see how well that works too.
4. Playstyle Rules
A lot of this SHOULD go without saying, but yeah...it's better to be specific. In general, the rule is "Play like a real NFL coach would". This means you don't go for 4th downs on your end of the field. This applies until you get to the point that you think "If I don't make something happen now, this game is over." If you're losing 28-0 in the 2nd quarter, and have a 4th and 8 at your 46 yard line...it's not unreasonable to feel like you're at that point.
The flip side of that, say you don't convert the 4th down, your opponent is free to play however he wants in the 1st half. If he scores to go up 35-0 at halftime, he can feel free to put it in cruise control and run out the rest of the game. He might throw on 3rd down to keep the chains moving, but he shouldn't be airing it out with that big of a lead. That's exactly how an NFL coach would play it. I've always said, if you have a lead in the 2nd half, your objective should be to get the game over with as quickly as possible. That's what happens on Sunday. Running up the score will not be tolerated.
Two point conversions should not be attempted unless you're in a situation where the 2 points would bring you to within one score or tie the game. If you're in a situation at the end of the game where an extra point would tie it, but a 2 point conversion would win it...that's your call. I've seen NFL coaches go both ways with it. If your opponent's offense/defense has been hot all day and you're nervous about playing for overtime, it's your call. But if you're curious about scoring the first TD of the game and going for a 2 point conversion...yeah...not allowed.
Running with the QB is generally ok. But there are certain strategies where it is cheap. You shouldn't be calling 5 wide streaks just so you can pull the defenders deep and then immediately take off running with the QB. That's cheesy as hell and is basically trying to game the system. If you see your opponent dropping 8 men back into coverage, and there's just nowhere to throw the ball, of course, you can take off. The other issue is sprinting backward 20 yards with your QB out of the snap. That's also not a realistic example of a "running QB" (though I thought I read that QB drops were automatic this year...I haven't tested holding RT out of the snap in the demo to find out though). In general, the "play like a real NFL coach" rule applies here too.
Hopefully that gives a better idea of where this league stands on certain issues. My ultimate objective is to make the games as fair as possible regardless of who has which team. I want skill to be the determining factor in who wins these games, with as little extracurricular involvement from questionable EA programming as possible. Feel free to discuss any of these issues or ask questions though. There are still a lot of things to be figured out.