I mentioned it in another thread, but let's not forget at least two of the presnap penalties were largely because the sideline wasn't even getting the play to Sims fast enough. He was clearly waiting on/listening for the play call and getting visibly frustrated at how long it was taking; play clock was damn near run out by the time he even got the call.
Hopefully the time they have to actually game plan around him cuts down on the comms delays, as Taylor won't be searching around and stuttering and stammering his way to finding a play in the moment.
Also, Sims can run just fine, he just isn't quite as fast and can't cut the way Hughes can. Which is why Sims got stuffed early on on a couple specific QB run plays that were clearly designed for Hughes. I remember watching one of them and thinking "we literally just saw Hughes run that exact same play" but it just doesn't work for Sims. Again, a full week of being able to adjust to Sims's skillset and ability should ease things. Not all run plays are created equal and things can be tweaked to have just as effective of a QB run game.
One could argue that a coaching staff should always have a well-oiled backup plan tailored to the backup QB in place already, but it's not like we can turn back time (and we won, so meh).
Edit: Also, as someone else mentioned, there were some actually pretty good plays that Sims made that got erased by penalties and such early on. Momentum is a real thing and a lot of BS just got everybody scrambling and things snowballed. I doubt we will just suddenly and permanently be "second half of the UNLV game" levels of terrible from here on out.