Yes, agree. Chipping and pitching refinements are areas the wgt needs to improve. I share the same frustrations as most of the real life golfers who play wgt have expressed. There is no provision for real finesse here on wgt like "hooding" a wedge on a chip to ensure it moves and rolls true from the fringe or rough, or for flopping a chip with an open wedge, or for using lower lofted irons around the greens. Same deal with sand shots on wgt. Very frustrating that identical strikes under the same conditions will yield vastly differing results from different traps on wgt. Practice rounds take so long and do not guarantee that the shots you need to practice are those that you will confront during the round.
WGT is really fun most of the time, maybe the frustration and unpredictability is a part of that. Clearly some masters have figured it all out, have the right equipment, the right computer, programs and hookups and have developed highly predictable and astonishing results under every condition.
WGT is the ONLY computer game I play, online or in any way. I am not a "gamer" and find it hard to justify the time I've put into playing. So, even more time "practicing", and keeping scrupulous notes on shot reactions and positions, seems like turning wgt into a kind of job. I do play some practice rounds when I get new equipment, or to experiment with wind, etc. (weird, too, how same wind speed and direction effect the same shots on different courses and holes!)
For me, I'd just like to know that when I hit it on the button, I will get an optimal result. When I am off a titch, the result will be a titch less than optimal, when I am off a bit more than a titch the results should correspond. I've even found that when I am way, way off the button, sometimes the results are better than when I am off a fraction.
I hope wgt is considering allowing more choices in club manipulations, or works out a more consistent meter v results scenario on chips and pitches.