I'll be posting my thoughts as randomly as they pop into my head if that's fine.
- The perks are definitely a step in the right direction towards making each player more unique. I would like to see some more freedom or slots in picking them and for some of them to be less powerful or impactful instead. 'Negative' perks could also be a good thing, imagine a short ball deficiency perk or a weakness to outswing perk which allows you and the AI to plan and bowl more of such deliveries to target particular players. I don't really like the perks that boost a player's skill in one shot or delivery arbitrarily at the moment, what could make them more interesting is for such perks to increase their tendency to play that particular shot or play in a particular way even if the conditions/delivery doesn't mean they should. Think Kohli chasing a wide delivery, Rohit trying to pull every short ball or Roscoe/AbD moving across the stump and swatting the ball towards leg-side. Not sure if this is already encoded in the game where in batsmen more skilled in one type attempt that shot more often but even if so it would mostly happen when the percentages are usually in their favour. This might bring in strategies like the double bluff or bluff commonly seen in T20s and would also help a lot in resolving the outfield catches issue (sure, Rohit will hit you for a couple of boundaries but the third one might be a top edge of a good length ball instead that ends up as an infield catch).
- I would like to see the 'mental and physical' section of attributes make a real comeback instead of being only influenced by the perks. At the very least the fitness, running speed and strength attributes influenced a player. The comparatively better stamina system in the present game and better fielders should make the first three attributes important differentiating factors among players. Strength could also complement the player's mentality with a weak brute (Sarfaraz Ahmed in ODIs?) struggling to clear the ropes in shorter formats but being very aggressive in tests by scoring over the top of a fielder.
By now it should be clear that I want the perks to move more in the direction of a preference-weakness system instead of massively affecting the skill of a player which could allow more attribute levels in game although I do like the current five bar system (the half filled ones should start to mean something though instead of simply existing as an installation bar).