When it comes to dungeon layouts for Skyrim, it is usually a linear path. There's the entrance, a couple of long hallways that are connected through rooms and sometimes secret passageways, and the final room which most of the time has the boss of the dungeon and a boss chest. In each of the rooms has about on average between 2 to 4 enemies and a chest that randomly generates loot based on your level.
Very rarely have I come across dungeons that really make me choose which way to go. Granted there are branching paths, but they eventually lead you to a dead end.
What I propose for dungeons is to actually make them feel like, well dungeons. I remembered the first time I played Morrowind and I entered an ancestral tomb. Wow, was I creeped the [censored] out. It was pretty dark and the only source of light were the dimly lit torchs on the wall. The feeling that you really shouldn't be there is what I also liked about the ancestral tombs. Overall when it comes to atmospheric dungeons, Morrowind rules.
What I really want are dungeons that scare the [censored] out of me. Your walking down a hallway, it is dimly lit, you can't see 4 feet in front of you, and you keep hearing noises like there is something that is following you. Something close to that. Also, actual branching paths too. What they could to make it interesting is, lets say you go down the hallway to your left, enemies will be pretty easy, but if you take the hallway on the right, your going to be in for a surprise.
What I'm trying to get at is, Bethesda really needs to mix up the formula in terms of dungeon layouts and overall atmosphere, and enemy difficulty.
If any of you have anything that you would like to add, feel free to do so.