Improved positional AI: Players in different positions need to know what they're doing off the ball, like covering for the fullback, filling up the defensive line, covering the short side, covering pillar and post, chasing back for kicks to support while the attacking players are giving running options to the backs to suck in defenders in the line, more intuitive forward running off the ruck and the backs, chasing high balls, spreading in defence when not part of the ruck, not bunching, diving on loose ball, looking for switches and inside balls which you can connect with through simple passing controls (too early goes behind, too late goes forward-players running lines could have a good pass indicator above their head that starts orange then goes green then red, indicating the best time to take that option, this would allow for free-flowing running options and makes the fly half more important, sorry i know that's more attacking, but it kinda just came to me)
Improved Breakdowns, Set pieces & tackles: In 06and 08 we had the problem of being punished for good play, with ridiculous turnovers at crucial/unrealistic times. When you make a break, the momentum shift should be evident, and you should, more than likely win the ensuing ruck when tackled, as your team in going forwards and defenders have to retire from behind the gate. It should also be evident in defence when you make a dominant tackle that it's easier to steal the ball and/or counter the ruck (maybe if you make a dominant tackle you have 3 secs or so to compete for the ball by clicking the R3 button as fast as you can, do it for too long you get pinged by the ref (warning sign needed) or don't do it at all and just reset your Defence). you should have the option to pop off the ground in attack if your player is going forward with momentum into the tackle. Counter rucking: there has to be room for this, opportunistic counter rucking on slow ball is a crucial part of the game and being able to steal in the tackle is a feature that is so prominent in the real game, but has never been able to be explored/pulled off properly in a video game.
You should be able to have a bit more control in the maul, i.e. direction, players shaving off and gaining momentum etc. must be room for error though as if it's too dominant it gets stupid and boring. Lineouts could be a bit more varied, particulalry when challenging in defence and the ability to use short lineouts to create forward running options in midfield to stretch the defence and scrums could have more competitive control, too.
Improved defensive options: It would be awesome to include an on-the-fly defensive option system, whereby you could choose to, for example, to inflict a brutal rush defense when opposition ball is slow, to compliment this, you should be able to pull players out of the ruck if the ball is lost, to make defense more involved, more important and require more thought, if you include the ability to counter ruck, players will have to balance the opportunities that presents with the risks that it opens up outside the ruck if the ball gets cleared by the opposition quickly and vice versa (i.e. forward dominance and go forward via pick and go's and short balls, if you thin the defence out too much)-to counter this, refer to my points on more varied ball play....chipping options etc nullify rush defence etc etc etc.,
Tackling needs to be more varied, big hits were maybe a bit too easy to pull off in previous games, and in attack you could easily doa bit of crazy running to avoid tackles alltogether....half tackles, ankle taps, big hits, dead heats and non dominant tackles create and prevent opportunites being created, by making the physics in the tackling more realistic, and the AI of defending players more willing to attempt tackles from wherever they are, we'll see much more varied gameply, with half breaks and pop/flick passes and quick ruck ball etc playing a major part in developing the flow of gameplay...it would help to create a less one-dimensional playing environment, and reduce the temptation to take advantage of AI failings and glitches.
Player Abilities: we should be able to notice significant attributes in certain prominent international stars.....Frans Steyn's Missile Launching boot, Juan De Jongh's incredible stepping skills, Richie McCaw's and Heinrich Brussouw's knack for stealing ball, Bakkies Botha's MASSIVE hits in general play and at the breakdown, Victor Matfield's Lineout dominance, Bryan O'Driscoll's ability to turn a game on its head from nowhere with ridiculous skill, agility and pace, Bryan Habana and Jean De Villiers Intercepting ability, Matt Giteau's slipperiness through the tackle and ability to get the ball to his supporting player in seemingly impossible circumstances, Quade Cooper's flair and defence drawing ability and array of passing and kicking types and skills, Rocky Elsom's Tackle busting and tackling, Schalk Burger's ridiculous energy levels and tackle effectiveness and tackle count and ball running, Morne Steyn, Jonny wilkinson, Dan Carter and yes, EVEN Chris Paterson's awesome kicking abilities, Ma'a Nonu's Takle busting and defence drawing and explosive acceleration!!! The list could go on forever, but it's mostly important in those KEY STARS in each team, REAL game breaking abilities that you can hone in on as you're playing the game to give your team the edge, these things need to be important, noticable and effective, so that you have to be both wary of them in defence and reliant on them in attack to a degree to balance it out and create opportunites either way.
situational EG: I'm talking slow ball for ireland, the Boks (on the fly of course) employ a solid rush defence, because they know (or can sense) that the ball is going to BOD, BOD get's hammered in midfield, tries the pop, loose ball, Frans Steyn picks up with one hand, bumps the first man, then half bumps the next but his leg gets caught, pops the pass out the back of his hand to a flying jacque fourie who draws the fullback and slings it to Bryan habana for an awesome counter attacking try!! this is how we want to play our next rugby game, decisions and tactics affecting what happens on the field, big hits, crazy skills and key men affecting the run of play, lots of pace and power and a completely engrossing experience in both attack and defence, having to think and make decisions based on you position on the field and how fast the ball is being recycled and how dominant the tackle is