After finding out the things that Cyanide is most reluctant to alter about BB2, many of the "best" or at least "most fair" ideas related to the inducement phase of Blood Bowl simply became unlikely to see the light of day. Specifically, Cyanide does not want to add more steps to the pre-match phase (so, no petty cash phase) and they don't want to have to add to or even significantly alter the GUI if at all possible, which makes rostered inducements less hopefull.
Rostered Inducement Gold
During the management phase (which is to say... any time you could hire or fire players normally) you can add or remove gold from your "Rostered Inducement Pool". Added gold comes from your treasury. Removed gold is lost completely, so its a one-way trip for your gold. Any gold in your Rostered Inducement Pool (RIP from now on, since I'm sick of typing that out) counts toward your team's TV... gold in your treasury does not.
The pre-match Inducement Phase
During the inducement phase for a match, each team is given the gold in their RIP, but is otherwise not allowed to add gold from their treasury. The underdog also gets gold equal to the difference in TV as normal. No further gold can be added to the inducement phase by either team. The gold in the RIP is not lost during the match, it is available at the start of every match.
Why this works
Each team plays the match at exactly the TV they came into the match with, which was one of, if not the key intention of the original bank rules. Neither side actually alters their TV for the match, and neither side can add unanswerable cash to the match. The system also allows for the rostering of inducements without needing a complex GUI system to track specific rostered inducements, as what you are rostering is the gold for the inducement you think you'll want, and you'll have it available even if you're not the underdog.
Rostering inducement gold is also not particularly powerful, as inducements are inherently overpriced. That means that in general it is a better idea to keep your RIP empty.. it simply gives the option to teams that really benefit from a specific inducement (or believe they do) to guarantee access to it.
All alterations to the RIP are done between matches, and the only GUI needed is a counter of how much gold is in the RIP, and an add/remove funds system. No fancy graphics are needed for specific inducements.
The 1:1 treasury->RIP could change after initial team creation in the way re-roll costs do, if people worry it is too versatile. The system isn't really all that versatile, it's just simple and fair while requiring very little GUI and actually further streamlining the pre-match phase.
There could be a cap on the RIP that could be static, or could depend on the roster. Given that the RIP is inefficient TV there isn't much of a reason to limit it (it represents exponential TV bloat).