I don't think the focus is on whether or not these types of players can be beat (or even if they would finish the game in online or H2H matches)...I know there are a ton of options to "out-Madden" them or to simply beat them.
The point is to make the game itself play more "true-to-life" overall.
If you have Peyton Manning or Drew Brees at QB, then even if your team as a whole is not a no-huddle, up-tempo team, that quality QB could be the difference between being able to successfully run a 2 minute drill or no-huddle offense, where as if you are running with a back-up due to injury or a lower tier QB, you would not see the same results.
Madden is what it is...for decades now it has made its hay by allowing the user controlling the team to dictate the outcomes regardless of the ratings or the skills of the real life counterparts they are controlling. Its why a back-up QB is no real detriment to the team and why a user controlled player has absolutely nothing to fear from low "awareness" ratings...
Its also part of the game's DNA and I just cannot see how they would ever change it to a full-on simulation....BUT that doesn't mean the no huddle offense isn't a perfect opportunity to make more realistic results a higher priority than allowing the users to control the outcomes as much as they do! Slight changes to the game in this regard would have huge impact on the way the game plays, how people choose their teams and what emphasis that team selection would mean. I guarantee you that if the Seahawks or 49er's played more true to life (running the ball, controlling the clock and winning with strong defense) - instead of allowing them to be up-tempo, no-huddle, read-option, scrambling QB drills - that you would instantly see different team selections for H2H and online games...PLUS it would enhance the realism for the offline and CFM players by making the game more responsive to reality and ratings more of an influence on gameplay.
A skilled Madden player can take any team, run any style of play and beat pretty much any other less skilled (or less lucky) player in a H2H match up because of the amount of control the game allows the user controlled players to have. There is some strategy involved; but by and large, the reality is that players at a high H2H level simply use their own reflexes and knowledge of the game to influence the outcomes. The game is designed to allow this and always has been.
Think about it...
1) you start an offensive play as the QB, but you see the field from a god-camera / O-Coordinator's wet dream perspective; you can see the alignment of the secondary (AND HERE I AM IN WAIT AND SEE MODE WITH THE NEW DISGUISED COVERAGES FOR M15....I hope like hell that these work and are truly able to mask the coverages and force players to make reads after the snap instead of knowing exactly how a play is going to turn out BEFORE the snap ever happens)...
2) you snap the ball and have INSTANT feedback on coverages based on those pre-snap alignments AND the programmed movement of the safeties and linebackers into their coverages
(the players do not vary in gait, coordination, agility or any other meaningful way here...which is why so many people seem to think Madden's animations are so bad...its NOT the actual movements, its the eerie similarity of movement for all players that too little accounts for size, bulk, ability, etc...)...again, I hope M15 has made real progress here, and the Zoomed cameras have always been a greater challenge to use (which is probably why I have enjoyed them so much in the past)...
3) you then have the ability to steer passes and lead receivers into impossible adjustments (taking a WR off their route and because the WR is tied to the ball/pass it gives you an insane advantage over the defense that is unnatural and unrealistic)...
4) you also have an advantage (in H2H games anyway) of being able to manually control the CATCH as well as the guided throw...
Taking all of the above, and adding a no-huddle offense that gives additional advantages to the offense is why Madden defense is really about waiting for your opponent to make a mistake more than anything else.
Given the fact that online players virtually NEVER punt...you have to do this on 4 consecutive plays in order to get one defensive stop. It is why Madden is nothing like football and its also why the changes that the programmers make to the appearance of the game never translate too well after the first 6-8 weeks of the game's lifespan.
So, what does all of this nonsense have to do with the no-huddle offense? Just further points out where EA has golden opportunities to change things in favor of realism, IF THEY WANT TO...but to do so would come at the cost of making Timmy Twelve Year-old angry that he can't abuse the no-huddle offense and hurry up tempo with the 49er's any more. If the game's implementation of the new hot routes works as intended, that will make things a little better...but if the players on the field do not matter, if the only real factor in success or failure on constant no-huddle is the user, then it won't discourage the use of unrealistic tactics and it won't force players to learn to use real football strategy to "win" (given that many of these kinds of players would quit anyway if you DID stop them, the real issue is MONEY....EA KNOWS these kinds of players would likely just not buy the game rather than learn how to realistically play it...this dev team seems aware of that reality too...but if the game sells even a little poorly, they are going to end up out on their *** and the suits will dial Madden back for another 5 years...)