This is why in big money leagues, they typically go QB/WR/RB/FLEX4 or something similar, to give you the option to start as many RB or WR as the week (and your roster) suggest. Superflex (RB/WR/TE/QB) is also popular for 16+ teams as the trashier QBs can be good plays or equivalent to average receiver day.
I'm starting to think the basic 14+ team league should be:
- PPFD (The Ringer has a great piece on this)
- QB/WR/RB/FLEX/FLEX/FLEX/FLEX/DEF
- 5 BN / 1 IR
- No Kicker
- Auction Draft
Given how lopsided RB has become in terms of top guys vs timeshares, I think there is a serious argument for Superflex in basically all leagues, but I admit it would take some research to back it up.
I run a 10 team that I've been tinkering with on scoring for years to get as close I can to a representation of who was good or bad in real life, and I've been demanding the ability to give points for a first down (and award reduced points for rushing stats to QBs given its inherently distorting the value of mediocre players) for many years.
QB
RB, RB, RB
WR, WR, WR/TE
TE
WR/TE/RB
Superflex
D/ST
0.3 per catch, 0.1 per target, 0.1 per completion and rushing attempt, my D scoring rules are nuts, auction, etc.
It's two QBs, in essence, but the purpose to create lineup flexibility in addition to the depth. If we were to expand to 12 teams I might just leave it the same. I once ran with 2 RB, 2 WR, and 3 FLEX but teams wound up monopolizing RBs like they were the bricks in Settlers of Catan and it made for a miserable experience.
I also wanted the ability to award reduced points based on a team being down 21 in the second half but that's asking a lot