I was sort of thinking of something that has "pass/fail" dice checks and competitive checks like FFG's Star Wars/Genesys system but different
Here was my idea:
With plays = combat rounds.
Players choose a play design that has a base yardage
Combat is separated into a "Movement" and "Action" phase
Movement phase, you run your route or whatever
Action phase would "Follow the Ball" with Offense doing things that have a base difficulty that the Defense is competitive against that upgrades or adds to that difficulty
Simplifying a bit
WR, runs a fade route(Speed vs DB Speed, give a bonus to catches)
DB, uses man coverage (Speed vs WR Speed, gives setback to short route catches)
QB, 5 step drop (QB perception vs LB perception, to succeed and boosts "deep passes")
LB, Blitz the QB (Athletics vs QB perception, gives setback to deep passes)
QB throws the ball
WR tries to catch the ball
This is the base of the play, off ball players might do something to boost the yardage or affect the next play.
I dunno, seems like it could work