Having played halflings here some suggestions:
players without double or skill increase:
diving catch, catch, side step followed by sure feet/sprint if they
survive that long. Good catchers.
with double:
HMP is a must, if strong arm increases range (depends on how your league
plays) you can consider it.
DP works well on a player with sure feet/sprint, combine with pro if
you
get the chance
sure hands is tempting but there are normally other skills more important.
You could have one sure hands player to pick up the ball who hands
it over
to someone with hail mary and catch...
block won't help much with low ST. Anything that helps you handle the
ball
is worth more.
with stat increase:
MA: don't change skills because of it. Can become a good catcher or
everything.
AG: he will be thrown. If you ever get a double choose pro (possible
landing reroll). Catch, leap, side step, etc...
ST: combine with diving tackle. If a double comes up later block is
good,
otherwise you have to live without.
Side step is your only chance to prevent frenzied ST3 players pushing
your
complete team out of bounds...
Post office does not deliver mail without postage. And sometimes, even
with.