In my opinion one big problem is the issue of real life fields vs in game fields. By that I mean setting a field that looks like something you'd see in the real world isn't necessarily going to be effective in the game.Jaffar the issues i see with the fields in the vid are
Long form fields cover region, square isnt protected much.
Long form fields i find the present presets pretty good apart from maybe too many slips in some.
Short form balance fields need to have 5 out
Medium form balance fields need 4 out.
The game right now is not intelligent to choose between 3-4-5 out fields.
Also regions like cover and on drive region could have some protection in limited overs.
This is just my opinion and not what ba are going to do.
I personally feel the present presets are plenty, yes there are quite a few bad ones in limited overs not covering square leg, quirky bad ones etc but if they can be weeded out and tweaked or replaced with some good ones from your list should be pretty good.
The rest go pretty well along with the game.
I frequently spread my slips out and usually don't bother with 1st or 2nd because the keeper will usually dive across. First thing I do is move fine leg to square because fine leg isn't necessary in my view on the game. There's often huge gaps if the field has a Point and no one behind square. I usually cover the gap with a 9th slip and Backward Point, something I'm sure the AI would not do.
The AI doesn't, to my knowledge, have the ability to move fielders individually, I think this is a huge advantage to the human player. I could understand it might be tough to implement the ability for the AI to make decisions involving moving one player but to simplify it perhaps there could be restrictions linked to zones/regions on the pitch; e.g. a fielder at Point may move to Forward Point or Backward Point but nowhere else unless the fields changes. So, the AI can make small adjustments but the player remains in the general area. That might be even more difficult to implement, but I do think the field settings give the human player a massive advantage.
I'd also say @zimrahil makes a good point about fields matching how a bowler bowls - ideally there should be some kind of bowling plan that goes hand in hand with the field.
Whether it's an issue of tweaks needing to be made to the positions of the fielders or just a bit more tweaking to fields themselves I'm not sure.