Interesting take with the sliders for difficulty - though I think if it's just opposition ability alone then there's not enough of a counterbalance to timing and hud.
I really dislike how difficulty is linked almost solely to an ability to perfectly time a button press - I'd want to see the AI tactics as distinct from AI ability as a component of any difficulty setting.
Someone should be able to play a smart AI from a strong team with forgiving timing - even if that just means that the likelihood of it resulting in a wicket is changed rather than the ability to score runs - indeed that might be a way to increase longevity in test matches, have an extremely high accuracy threshold for run scoring shots, but have a relatively low one for avoiding dismissals.
I'd suggest that the best way to implement the difficulty sliders is to have the default be an automatic adaptive option - if the game can judge by your play style the aspects of difficulty that have the most impact on your ability to score, and then adjust for that as the game goes on, you could basically always have the player on a threshold of being just hard enough. I can't imagine being able to perfectly set a difficulty level without a lot of matches if there were sliders without the game giving guidance as to where you fit.
I've said before, in a lot of cricket games, particularly BLIC 2005, I've found bowling on hard to be enjoyable, but then being unable to bat well at that setting - simply because to get the AI hard enough as a target to bowl to, the batting timing gets beyond my ability. At the very least they should be distinct difficulty settings, because I've never found a game which gets both of them right.
Thanks for doing the podcast btw - try the auto YouTube captions...