The Options in more detail are:-
The current LRB version:- This player MUST go first each turn, never receives ANY offensive assists, and if he begins his action standing (ie not prone), he must block an opponent who is adjacent to him at the start of his action.
Neo's Go Wild:- The player has a nasty tendency to get a bit carried away during a match. Because of this you must roll a D6 after declaring an action for the player, but before taking the action. If there’s one or more players from the same team standing adjacent to the Wild Animal player’s square, and who aren’t also a Wild Animal, then add +2 to the dice roll. On a 1-3 the player "Goes Wild". A player that Goes Wild no longer distinguishes between friend, foe or coach. Roll on the scatter templet for each point of MA the player has and move the Wild Animal one space using all the normal rules for movement (dodge rolls, etc). If the space is occupied by a standing player, blitz him (even if he's on your team!). If the space is occupied by a prone player, foul him (even if he's on your team!). Note that because the player has Gone Wild , no one will assist in his blocks or fouls. Should the player move off the pitch, he is immediately led to the reserves box unharmed (the fans know better than to mess with a Wild Animal!). NB the Wild Animal does not need to move first with this version.
Chet's Miss Drives: Roll a D6 before setting up your team. On a roll of 1, the player is too wild and must remain in the dugout. On a roll of 2 or more, the player is reasonably controlled and may be set on the pitch, but he must take his action before any other team-mate during his team's turn.
Chet's Dug Out Fight: Roll a D6 before setting up your team, but after you have made any KO rolls. On a roll of 1, the Wild Animal has gone berzerk in the dugout! Pick a random player on your team and make an injury roll for him using the normal rules. On a roll of stunned, place the player in the Reserves box.
Dave's Wild Roll: At the start of the turn, if there is a Wild Animal on the team, then a "Wild" roll is made. On a roll of 1 (d6) the Wild Animal has gone wild and will attack the nearest player (whether standing or prone / stunned) - this could be his own team mate. If several players are the same number of squares away, randomly select the unfortunate victim. A failed Wild roll means the Wild Animal must move first. If the Wild Animal moves before blocking (or fouling), then that uses up your blitz or foul move for that turn (irrespective of whether you blitzed or fouled your own team mate or not!). If the Wild Animal roll is 2+, then the Wild Animal is calm enough to follow the Coach's insructions and can move as a normal player at any point during the team's turn. While Wild, the Wild Animal cannot give nor receive assists (he stays Wild until the Wild roll is 2+) - however, when not Wild he is like a normal player.
I don't like the Wild Animal Trait in its current form nor any of the other suggested changes. One of the other negative traits should be used instead for Rat Ogres and Minotaurs.