Short season players do create an incongruity in that they normally played significant minutes per game in real life, but play a lot fewer when their minutes are stretched over 82 games. Yes, it may be "unrealistic" for them to be unable to play the number of minutes in a game that they averaged in real life, but there are really only three options here. Either the minutes are limited or the games are limited or the salary structure needs changed to reflect the lack of limits. This last is untenable as some current 239K scrubs could be as effective as starters (as others have mentioned).Enforcing a game limit has numerous problems, most tellingly which games a player will miss. And the playoff rounds create additional issues. All in all, enforcing minute limitations is a lot easier to implement.So, with that in mind, per game stats really are irrelevant to the sim. What matters is per minute stats (or even more importantly, percentages not based upon minutes). So the key is to think of the short season player not as someone who averaged 35 mpg over 18 games, but as someone who averaged 7.68 mpg over 82 games. This is in line with how the salary structure is organized, and anyone expecting more is looking for a loophole to exploit. It may be "unrealistic", but it is a necessary construct to make the sim function.The current fatigue system deals with cumulative fatigue over the course of a season. This handles well any player with low overall minutes since even if they can play more than their normal minutes for a game, they are quickly hit with the fatigue penalty. I do not think that this system needs changed.However, I do think it needs backed up by a game fatigue system that prevents the abuse of overplaying good players consistently. Players with decent minutes are eventually penalized by the cumulative system, but it takes awhile to have serious effect, and players can get around this by saving minutes up by tanking a game or two along the way. The problem is exacerbated in the playoffs since the cumulative system is reset at the beginning and helped along by byes and quick series. Hitting these players with additional fatigue once their minutes exceed 120% of their minutes/82 games should limit this abuse of the system and benefit players who develop a realistic bench. This backup fatigue system shouldn't carry over from game to game - the cumulative system would still be in place to do that. One situation that could arise is a backup being pressed into long minutes due to foul trouble. There should probably be a minimum minutes floor before the additional fatigue kicks in. Since the cumulative fatigue system handles abuses by low minute players pretty well, there isn't a need to further penalize them, especially when their overuse will probably be unplanned, as long as they don't exceed 25 - 30 mpg.