I remember Computer Baseball and those modes - it was a pretty good system, and might be able to be incorporated here. Adding a simple difference between "green light" and "go" might also be useful (although I still like my "Run & Hit" mode, too!!!).
My only concern about all of these options (including the one I suggested) is how well the AI would handle it. For instance, could it effectively discern proper times to issue a blanket "go!" command versus just giving the green light? Would it effectively use the "run & hit" at any time besides when there are two strikes? Because the game doesn't have a pitch-by-pitch mode, would we see more pitchouts on the first pitch by the AI because it knows that the "go" sign would only work then?
New options also bring up new bugs, and perhaps the worst bug to watch out for would be the potentially extremely high number of stolen base attempts. I think to the games that I've played out and the number of times within each that I put the steal sign on. If the runner really went every time, I would have ridiculous amounts of SB attempts. Perhaps the best way to curb this would be to train the AI to use "go" sparingly and have the chances of success reduced accordingly due to the number of bad jumps that the runner may have.
Anyway, anything that can raise the level of realism within the played game I'm certainly for. Did anybody see something like this last night?: