As the individual attributes are existing, collective attributes should exists in order to evaluate tem collective performance ( short passes, off-side, speed, long passes, palcement with and witout ball, movements defense-middle, movement middle-attack etc... ).
So you can adapt your tactic and training according to the collective performance.
Many pepole are not seing 3D view, so it's important for those to evaluate the collective performance. Those collective attributes should changes of course more often than individual attributes, as it will depend on training and the tactic of each match, and their real performances on the pitch.
So you mean like ratings for the teams overall passing ability and things like that?
If thats what you mean i don't think it would be a good idea as you should be tailoring individual player instructions to the abilities of your players, you may have a MC that has great passing but a defender that is bad and a team rating wouldn't shoe that.
I mean that many team are having palyers with high individual attributes, but during a match, they are not perfect in working together in some collective areas ( one-two, off-side, etc... ). After a match we have a full individual ratings, but not coillective one.
interesting idea but a lot of that can be interpreted from match stats and by watching the highlights or reading the commentary, besides would this really highlight the problems of a team not performing well if the fault lies with one or two players?
Interesting idea, so it would work sort of like the team blending/gelling does now. You'd for example, train your players in collective short passing, which would make their short passing better because they are learning to pass to each other, not just how to pass (or more likely, initially their passing would be below their best and as you train it up, it would approach what they are capable of). Signing new players would drop this collective level down as the new players wouldn't have the same level of understanding. And switching to long passing would have a negative effect because the player wouldn't have the same level of understanding.
It could work and it could be a really good idea, although it might be difficult to make it transparent enough to the user what's actually happening without swamping the user with RPG like stats. It's certainly one way of better linking training and tactics.