nice topic OP; now that i'm past the initial, overwhelming excitement of finally having Skyrim I am able to see the game for what it is... a beautifully realized and impressive world (from a marketing standpoint) with sub-par game mechanics thrown in as an afterthought. It's still fun and addictive, don't get me wrong, but it definitely feels like the team at Bethesda simply didn't have the time or care to thoroughly run through the game and assess the playability, balance, and overall experience aside from the selling-points of dragon encounters and a huge open world.
That said, here is my comprehensive list:
1) wildly varying difficulty of encounters in the world, even at Adept difficulty setting. Some creatures and encounters are a breeze, while others are infuriatingly difficult and tedious, seemingly insurmountable regardless of items or level. Bethesda still hasn't figured out how to deliver on the promise of "play how you want to play" while maintaining a satisfying level of difficulty at higher levels; not by a longshot. Once again, as in Oblivion, I am finding myself giving up on characters and re-rolling in order to maximize the few skills that provide sufficient combat effectiveness and survivability. Once again, even a few points spent into skills that do not directly result in increased combat effectiveness make the player feel significantly underpowered.
2) Hotkeys and favorites list. The hotkey system would be fine if you could save a two-hand set up with a single key, for instance two weapons or a weapon and a spell combination on one button. As it is now, certain setups are nearly impossible to work with, such as a dual-wielding build using two DIFFERENT weapons, rather than duplicate weapons, especially if you also want to do some spellcasting with one or both hands. Also, the hotkey system is bugged, and selections are often erased after certain actions.
3) The alchemy system and ingredient testing process. Not being able to brew potions out in the wild is a huge disappointment, and the concept and implementation of the effect discovery process is both stupid and tedious. Just from a role-play perspective, why would an intelligent alchemist in training eat EVERYTHING that he finds in the wild, including substances that could potentially be fatal? In terms of gameplay, the effect discovery guessing-game is fine when the ingredients can be found in great abundance, yet highly frustrating when it comes to ingredients that are rare. Stockpiling ingredients feels rewarding if they are going to be used in potions eventually, and NOT just wasted to figure out some recipes. The older system of revealing higher effects at certain skill levels was perfectly good.
4) Entire schools of magic bastardized or removed entirely (mysticism). Illusion magic now consists almost entirely of those AI affecting spells from Oblivion, rather than the self-target visibility spells such as night eye, chameleon, invisibility (at least until higher level) or the self-defense spells such as Sanctuary from Morrowind (reduces chance to be hit). Those other spells could actually have a MAGNITUDE of effectiveness, instead of the works powerfully/doesn't work type of play that illusion has in its current incarnation, which basically means that if you're going to use illusion, you need to go all the way into the perk tree, thereby reducing available points for making hybrid builds.
That's it for now, i'm sure i'll think of more.
i think the complete opposite, bethesda has taken their time to create a truly fleshed out world thats Feels like skyrim not just a province.
1) The fact you re-rolled is due to your not liking of that playstyle not because its not viable. Lvl scaling has been completely overhauled, though not perfect its still better than oblivion the fact you have harder enemies is a blessing in this game. Oblivion was run and slash everything without even nearing death. Perks do directly affect your class. a mage needs the mana reduction perk, thiefs need the dagger perk and so on. This system shows that you can evlove into what you wanna be rather than sticking by a guide on how to play a class by a spreadsheet, which i like
2) never had a porblem with the hotkey, but thats because im a thief, bow on the left hotkey and dagger on the right, simple and easy. I prefer the favorites menu over a directional hotkey system, the ability to quickly swap weapons, poison a blade, choose shout all in one go without heading into the main menu
3) Yes not being able to create potions where ever you want is a drag, but i can understand why. This is a topic which i can agree with. testing ingrediants is fine but why no books on ingrediants? i do like this system it requires a more steep learning curve and dedication
4) because those spells did nothing to directly influence your character, feather? a potion, invis? a potion, night eye? dont really need it, plus it looked so bad in olbivion blue on black? sooooo bad. there are 93 unique spells between each category of spells. a mage is not destruction only and people forget that, alot. the soft cap is 50, thats 50 points to spend freely so you can experiment.
No its not a perfect game, but its deffinitly better than olbivion and morrowind in my books, people may pick out the small details that they think is gamebreaking when they dont know the full story of you it works. Skyrim is fine and people are just picky