Ok, so I simmed 4 seasons testing youth academy player growth to see how and when the physical attributes of players would start to grow. I left all the growth values at default. Only players with a max scouted potential of 94 were added to the academy.
-In that time out of a total of 17 players promoted (with at least 50 being rejected from the academy), 10 starting consistently after the 1st season, only two players saw any growth; one player at the end of his 1st season, the other halfway into his 3rd.
-The remaining 15 experienced no physical growth at all.
-3 were injured long enough to have their physical stats decline. Upon returning to the starting XI all of their other stats continued to grow but the loss in physical stats they had stayed the same, no growth.
-Players come in with higher starting OVRs than vanilla, including physicals depending on what the scout looked for and actual position.
-As in vanilla Wingers are still the position to scout for physically good players with their starting physicals being better than vanilla. I had 2 LBs and 2 ST with starting pace, agility, and reactions of at least 80, one of which had 96, 92, 90, 83, and 88 in speed, accel, agility, stamina, and reactions respectively.
-May 1st growth is much better than vanilla with most high potential players coming in at 68-75 OVR after only one May 1st growth update.
I was terminated while simming the 5th season (I don't think CONTRACTTERMINATION is the value to change to not be fired if you don't meet the board's objective) so I couldn't continue any further. I like to build through youth with a Football League 2 team in my careers and by default it doesn't look like they have long term viability. They're higher than vanilla starting OVRs but low physicals make them little more than a revenue stream to buy real players with more competitive physicals. While physicals aren't everything it's just more work to beat an EPL team whose sub defender is faster than your 83 OVR attacker.