First, apologies for the long post. There's quite a bit to lay out and I want to cover all the options I've already thought of so no one repeats them.
Background Info
I play in a small perpetual league consisting of two orc (one of which is mine), a human, wood elf and dwarf teams. There is also another team but I'll probably never play it as the coach is leaving Japan soon. Similarly there was an undead team that's now on the other side of the Pacific.
I've played two games and after fairly evenly distributing the SPP and having the MVPs to fall kindly, I had four orcs skill up last night (3 blitzers and the thrower.
Here's my team in full (there are no stat changes, niggles or skill ups yet, but a lineman died in my first game against undead) :
1. Blitzer 6SPP double 1
2. Blitzer
3. Blitzer 6SPP double 5
4. Blitzer 8SPP 11
5. BO
6. BO
7. BO
8. BO
9. Thower 6SPP double 1
10. Lineman
Apothecary
3 Rerolls
FF 5 (Free in our league)
70,000GP
Had these rolls been normals, I'd have developed 2 stand firm blitzers, a something else blitzer and given the thrower block. But the rolls have given me a lot (too much

Of the other teams in my league I don't know too much yet, but all have played at least one more game than me, some many more. The WE are undefeated, have a treeman, a stripball wardancer (I think), and a frenzy-juggernaut wardancer.
My ideas
Blitzers 1 & 3:
Take side step on both, ignoring the possible MA increase. I'm 99% decided on this. This'll give me great options on defense out wide (though I've only read about this so may have trouble putting it into practice). Also, they'll be very hard to remove from the ball carrier on offense. Next skill ups - either guard on both or frenzy to make the widezones super dangerous and do some crowd pushing.
Alternatives:
take dodge on both;
take the MA on #3 (I think I read somewhere that 6-7 is the most important MA increase as you can 2 turn without go-for-its) and something else on #1;
take catch on both and have a crazy passing orc team...
Blitzer 4
Take the agility.
What's his next skill up? Sure hands to protect against strip ball? Might as well bench the thrower if I do this.
Thrower
Now I have an AG4 blitzer, this guy may not be doing so much ball handling. If I use the doubles, sprint or sure feet to make him faster and lessen the need to take KOR? I don't see him dodging much the way I play but I could take dodge to make him more mobile and protect against blocks?
Or I could ignore the doubles. Accurate will work best with blitzer #4 and may get in ahead of block which was what I was planning to take. Or I could just get KOR or leader.
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Anyway, I think that's everything I've considered. Any strong arguments for any of the above or other possibilities I haven't considered?