The only thing you mentioned that we didn't put a lot of effort into was "signature stuff all over the place", but like I said, we haven't taken away from what Live '10 had and we have added more player differentiation. It just wasn't the focus.
I think I've gone into enough detail in this thread and others for you to see how we're addressing the " 'suck in' effect, poor blocking, rebounding, stealing of the ball, poor defensive system, giving wieght to the players".
But to your first question: "was it really necessary to invent new controls system?"
I believe this was absolutely critical to making Elite a really great sports game. Shooting in basketball games in the past have been a dice roll where the probability of success is influenced by ratings and position on the court.
In Elite, shooting will be skill based and the difficulty of the shot will be influenced by ratings and position on the court.
In may sound like a subtle difference, but the difference is actually quite significant and changes the entire feeling of playing the game.
Imagine yourself playing a game where you're down by 2 points with 10 seconds left on the clock. You bring the ball up the court and get the ball to your best 3 point shooter who is tightly guarded.
In games that don't have skill based shooting, this is where your involvement ends. You've done all you can do, you take the shot and you know you have maybe a 5% chance of scoring (or whatever number the game calculates for you). You hope for the best, and wait to see if the ball will go in or not.
In Elite 11, if you get the ball to the same guy you'll get a shot that will be pretty difficult. But you know with certainty that it is possible to hit the shot. It's on you to execute well enough to score the game winning point.
In the first example, if you miss you chalk it up to bad luck and hope that maybe next time you take that shot it will go in.
In Elite 11, if you miss that shot you know it was your fault and your fault alone. You know that if you practice, or if you're more composed next time you'll be able to make the shot.
In the first example, if you hit the shot, you know you got lucky.
In Elite 11, if you hit the shot you know you earned it, and that feeling of accomplishment is quite real. It's the closest thing you'll get to playing the real sport through a video game.
That's why we needed to change the controls. We wanted the outcome of your actions to be based on you, and the difficulty of executing those actions to be based on real life basketball.
No more random used to decide the outcome of user actions. Period.
In order to accomplish this we needed to rework the shot controls completely, and I'm really happy with what we came up with.
Everything else fell into place around that.
Hopefully that explains our choices.