IL spots won't play, so it made sense to not give them a point value. The idea being you get one bonus, depending on how much room you have for the FA in question.
1. Thill's comments are based on us keeping the rest of the far more complicated points system currently in place. I propose to simplify that immensely to just a small bonus for making the playoffs.
2. As mentioned, the bonus for previous seasons success should be drastically reduced if we're going to use player value as a tie breaker. So it's not nearly so much about a double dip. Team value in fantasy is far more about the quality of individual players and this points system represents that.
3. It's not complicated, it's just beta test. Rookies probably can and should be rated by pick (lottery picks are worth more ect). As far as averages vs total I'd say average by game with a small penalty for missing more that x number of games (15, 20, whatever). I'm not suggesting that everyone have to do their own calculations either. I'd be happy to port the BBM values over and do a master list myself in fact. Then guys can just look at that for player value.
Part of the reason I like doing it this way is it's flexible - it allows a teams 'value' to increase as more and better players are signed, and it avoids handing out big bonuses to teams who did well the previous season but have 3 or 4 good players as FAs. I like that it's based as much as possible on the current team, with values assigned by player from the previous season's stats. I also like that teams can go into the offseason knowing exactly where they stand for points, and can address their team value as they see fit, rather than having it be random, or based on something they can't control.
Just to be clear, I'm not suggesting that we just kind of pick some values and call it a day. Any points system we go with would need to be tested using various team situations (I'd probably use next seasons FA to do it). Once we have some actual scores and outcomes to look at we can decide if it's balanced, elegant, ect. Game design isn't like dusting crops.