This sounds great Claw. When you say it worked with my hack - did you use the roster editor to import in the new players using my hacked version? I hadn't actually tried using any of the external editors Jake has made on my hacked version, but I figured they would work because the changes I made don't affect the code that his tools do.
As far as using depth charts/having certain players have different stats - Jake and I have talked about possibly having certain players or positions have slightly faster speed (mainly just top WRs and RBs). I think this hack would be possible, and would be pretty cool as it would open up a whole new aspect of the game if certain players have different speeds. I think I know how to go about doing it, I just have been focusing on other things lately.
As far as updated sounds go - that sounds awesome! Especially if we could get in new sounds for the Texans or other teams. Unfortunately I don't have any experience with this. I bet the person to ask would be Zoinkity - he seems to be the resident expert on N64 hacking in general as well as at extracting/importing stuff into the game. I can look into it and see what I can figure out.
Just an FYI - my hack includes Zoinkity's hack as well, but yea it would be good to have his original version somewhere on the site.
I used your modification because I couldn't find the Zoinkity patch that would just add the Texans without your other tweaks. In order to get it to work, I had to change the Blitz 2000 Zoinkity ini file to say there were 33 teams instead of 32, otherwise it would error and quit. Once I did that though, it worked fine to import the files. For whatever reason because of your additional extra team, I couldn't ever extract the roster from your ROM, so I couldn't modify your added team. I also don't think there's any way with the tools that have been released to delete a team, so your PORK RUB FANTASY team was a permanent addition hahaha.
The stats are updated using Football Outsiders' advanced DVOA stats, so they are quite accurate through the present day. If you could make the various positions faster based on the team stats, that would go a long way toward differentiating teams. The roster I put up has a good stat base to work from, I would think.
The sounds were a mess to figure out (you have to slow down the speed by 60% in Audacity, record a new track with the new player name, cut it down to size, and speed it back up 60% again twice). I *think* that makes the sound files correct, but I'd have to test them in the game to make sure that the speed is right. I know that Zoinkity said in a previous post that a straight file swap for old teams should do it, I have no idea what the tags would need to be for a new team like the Texans. Recording the audio is pretty straightforward thought, and tweaking the speed to get it right shouldn't be too much of a problem though, those tools are very easy to use in Audacity.
As a final note, while I liked your edits, QB speed is too fast for the game engine to handle. Namely, the CPU QB runs on every single play (and is right to do so, as the QB is faster than all other players laterally and can easily get around the defense). If you're playing person-v-person it would be less of an issue, but they still should probably be adjusted to a compromise speed between the slow default and the super fast speed you set. Otherwise, the game with your patch played quite well.