Your opinion simply doesn't hold up whatsoever upon scrutiny of the two versions of the game.
First - that's not what refactor means.
Second - "refactor" was admittedly poor word choice on my part, I should have said "rewrote" because that's Tiburon actually did.
Third - I challenge you go put PS2 Madden NFL 08 (the last version of that game as far as I know) and PS4 Madden NFL 16 side-by-side and continue to reasonably proclaim that the difference in how things play out in the core gameplay is not
dramatic.
What you describe is specifically
not online franchise. Online franchises specifically allow for concurrent user actions and games. Sharing a single franchise file over FTP isn't concurrent whatsoever.
I can't play my friend in California in the Super Bowl in a franchise file shared in this manner. Sharing a single franchise file also doesn't allow me to do a live draft with said friend who lives in California.
Present? Yes. Comprehensive? No.
The Mini-Camp mode that exists on the PS2 games - which included tossing tennis balls at quarterbacks and moving dummy blockers to provide a simple pantomime of run plays - doesn't hold a candle to Skills Trainer, which
actually teaches real football. Mini-Camp can't begin to make that claim; it only teaches how to use the basic controls of the game - how to intercept passes, how to break tackles, how to throw different types of passes. It specifically does
not teach how a Cover 2 defense works, how to identify it, and how to attack.
Put simply: Mini-Camp was designed to teach people the game mechanics of Madden, the video game. Skills Trainer was designed to teach people the strategy of American football. The difference in design goals and implementation is immediately apparent in how the two modes play out. Skills Trainer was specifically built to allow those who didn't know
how to play football to have some mechanism to learn and have success in response to Madden NFL's emerging market overseas. Mini-Camp can't begin to make the claim of teaching people football strategy because it wasn't built to do that on any level.
One - you can still start franchises with fantasy drafts. That was one of the very first additions to the new Connected Franchise, having been added into Madden NFL 13 with a title update upon popular demand.
Two - the Madden cards from those old games don't have any remotely similar function as cards do in Ultimate Team. The cards in the old games were cheats and temporary ratings boosts. No such thing exists in Ultimate Team, and in fact the cards you have affects the team you can put on the field. Ultimate Team also have components such as solo challenges, collections, and special edition cards which aren't represented at all in the old card system.
If we're going to criticize Madden, its accessibility, and its progress - and there are plenty of places to criticize it - let's at least have a based-in-reality description of what the thing is.