Opposition Difficulty is based on the League Position of the opponents faced as a 6-game rolling average. So as the line goes up, the opposition were more difficult in that period.
Form is the 6-game average Points Per Match. So as the line goes up, the form is better. Typically these charts would be the opposition of each other, so difficulty goes up on the left, and form goes down on the right.
Expected Goal Difference is a good indicator of a teams 'true' form over a longer period of time. It has a strong correlation to points over time.
Goals - Expected Goals shows how well a team has taken their chances, which ultimately is often what decides the result. So if expected goal difference is what 'should' happen, the goals - expected goals is usually what was different on that day to actually decide the outcome.
Touches In Final 3rd is a much better statistic than Possession stats. After all, where you have the ball matters more than how much of it you have.
Chance Quality is what it says on the tin. Shots on Target isn't that helpful as a statistic because lots of shots on target get blocked, or are from difficult positions. Chance quality is usually driven by how close to goal the shots are taken, and from what angles.
Shots on Target Against reflects how well a team stops the opposition creating chances, but also how much work the GK has to do in making saves.
The GK Save % then reflects how many of those shots on target the GK manages to save. Impressive for Forest that as we've allowed more shots (bad) the save % has still gone up (great).
Dead Ball Threat is the number of shots & goals a team manages as a % of the number of corners & free-kicks they have.
Dead Ball Threat allowed is the opposite reflecting how much threat the team's defence allows. So you want this line as low as possible.
Opponent Chance Quality is a strong indicator of defensive performance. You of course want you opponent to have poor quality chances so you want the line as low as possible.
Opponent Goals - Expected Goals shows how clinical the opposition have been. Sometimes you can give away low quality chances, but the opposition have a day of scoring worldies anyway.
Touches in the penalty area show dominance for a team because closer to goal = more threat. So ideally you want lots of them, and you want your opponents to have fewer.
Cross % & Long Pass % reflect how often the team chooses to play these type of passes when they have possession. Ultimately a sign of how direct each team is and chances in style over time.
Crosses are quite a low quality action though, you often see more crosses in games where teams struggle to break the opposition down from open play.
Errors leading to shots strongly correlate to defensive performance, you want as few as possible and the line as low as possible.
Duel win % includes attacking & defensive duels such as aerial duels, and attempts to dribble past players. You want the line as high as possible.
Defensive Actions include blocks, tackles, interceptions, saves, and crosses claimed. Not all teams have to do the same amount of defending. Ultimately the less possession you have, the more you have to defend.
Last Ditch Defensive Actions are the actions closest to your own goal, so blocking shots, tackling in own 3rd, saves, GK coming out his are & GK claiming a cross.
Clean Sheet % is of course a sign of a solid defence.
PSxG +/- sounds like gobbledegook but essentially reflects the quality of the saves a GK has made. It takes the quality of the shot they faced and compares to how many goals they actually allowed. The quality of the shot is mainly determined by how close to the corners it is and from how far away from goal.
Average Pass Distance gives some indication on the teams style of play, how direct they are, how much they retain possession with short passes v long balls.
Passes per shot similarly reflects style of play and ability to convert possession into shots on goal.
There are two ways to progress the ball up the pitch in the data models. Pass it or carry it forward. These two charts show how each team tends to get the ball up the pitch by looking at the average distance of a pass or carry when the team decide to play forward.
Passes Per Expected Assist is a possible indicator of how effective teams are in possession. If you assume teams generally want to create chances to score when they have the ball, then the fewer passes it takes to create a possible assist the better. In that case you'd want the line to be as low as possible.
Offsides is what it is. It can indicate an ineffective attack if players are caught offside by mistake, but it can also indicate if a team likes to play with a high front line, right on the last defender or if they tend to play with the ball in front of the defence.