So if you start off by buying a lot of Fan Factor like in previous editions, then you will find other teams you face on the pitch are going to have an advantage in players/skills/rerolls over you. You may get more winnings from the FAME, but they are more likely to win the game, their Fan Factor will likely go up while there is a good chance yours will probably drop.
Previously it was imperative for both teams to have a high Fan Factor to get a high gate, to get the most winnings. Now this isn’t the case there is little incentive to spend money on getting a high starting Fan Factor (especially as it will easily go up anyway). This means you don’t have to worry about teams turning you down for having a low Fan Factor, which in turn will make more players start with less (or indeed none which is my preference).
It is useful to have a higher Fan Factor than your opponent though. The bonuses to the kick off are useful, for crowd causing injuries, or either gaining a reroll, or denying an extra one to your opponent. During team creation though, you are better off starting with none or a low amount. As stated previously the extra money can get you either more players, better players, or more rerolls. If you win your Fan Factor will go up early on more often than not Losing would be more likely if the other team has the advantage on the pitch of less Fan Factor, which may mean your Fan Factor drops wasting the investment.
Beyond winning games which guarantees your Fan Factor to at least stay the same, there is little you can do to increase your Fan Factor. Early on, or after a bad streak you may be able to increase your Fan Factor after some drawn games though. This will mean most teams will have a fairly average spread of Fan Factor, with the teams on a winning streak having it slightly higher and those on a losing streak likely to have it lower. It will be fairly rare for a team to drop too low and even if they then draw some games it will start creeping back up again.
Due to the way Fan Factor now goes up and down and the fact it doesn’t have much of a bearing on winnings any more, both combine to make the early purchase of Fan Factor somewhat wasteful compared to the front loading of players and rerolls.
There are perhaps a couple of teams it may be worth spending some money on Fan Factor initially. They would be the Stunty teams of Halfling and Goblins. The logic behind this is that their players are fairly cheap anyway and can start with a full roster and plenty of rerolls. If they then spend some money towards Fan Factor they can win all the kick off rolls and the denial of rerolls to the other team or crowd caused injuries can really help them out. Also as their players are cheap the one or two that they would forgo by spending money on Fan Factor they can easily make that money back after a few games from all the FAME rolls they are likely to win.
Pretty simple to sum all this up, the rules have changed so now it isn’t worth starting any team with any Fan Factor. Previously you would only do this for very short leagues or tournaments.