If you really need the pass skill so much with wood elves you're not getting the maximum out of them IMO. It means you're probably throwing 3+ (or harder) passes often and are probably throwing too much. Wood elves are fast and mobile so often you don't even need to pass (handoffs are safer) or at least keep them quick.
I consider handoffs to be what you do when you're surrounded by guys and need to get the ball out.... or what people with lower agility do to make sure they don't have a turnover. Handoffs rob your team of valuable SPP.
As for regular passes, I try to make them 2+ whenever I can, but sometimes you just can't reach. Often it'll take a few movement to get to the ball, one to pick up, one to throw, which only leaves a few movement for getting closer to the target. You can't always get within 4 squares. And even when I do, I tend to roll a lot of 1s

Pass is great because it means I can have my catcher be a few squares further down field, and if the kick sails badly, badly, I don't have to move my catch *back* in order to be in range.
Yes, rotating throwers is a great plan, and I definitely try to do it to fill out SPP as I need them, but getting Leader was really important to me. It's a free reroll that otherwise costs almost as much as a wardancer, and the only way to do that is with the thrower (or doubles, which I have yet to roll in 10 games).
I guess the question is - do you get the thrower or the second wardancer first (or, god forbid, start with only 1 reroll). I actually started my current league with only a single reroll and definitely regretted it. One of my wardancers died early on, and I've been working with just the one, and actually, it works ok. He's pretty much a blitzer for getting the ball back, and usually just needs a friend around to throw a 2 die block.
To me a thrower is approximately equivalent to 1.5 rerolls (with leader) plus a lineman, and that's a hell of a lot of value.