I've been using Eola as a follower, who casts raise dead constantly and each time leaves an ash pile. I've also been using conjured bows occasionally. In 45 hours my savefile is already 10MB. It seems like any object that goes through a 'falling' motion, whether it's ashed bodies, ice wraith and other 'ethereal' enemy corpses, dropped weapons, fired arrows and such are retained permanently by the game. I've saved by an ice wraith corpse, rebooted, reloaded, and had the corpse still there but unable to be interacted with at all. There are most certainly some issues going on that are affecting game performance the longer the game is played. I haven't even been to that many locations or major cities yet.
Keep in mind that those elements the engine does clean up, it only does so when that cell is revisited after the cell respawn timer. In this case the cell loads, old elements are cleared and -- if you then save your game -- these are removed from your save (or more precisely, no longer stored in your save).
This means though that elements from cells you have only visited once will remain in your save indefinitely. Similarly, visiting a cell that's reset and saving your game, while clearing out old data, is likely adding new data too -- if new enemies spawn for example, their status now becomes saved. So on the whole, while save game files can sometimes shrink a little the more more cells you visit the larger your savegame becomes.
Todd Howard snake-oiled us with the new engine talk. He didn't outright lie, but he was stretching the truth a great deal. Considering how many old bugs I've seen (precipitation ignores objects, ash piles are permanently stuck in the game, lights occasionally don't light the landscape, NPCs don't react to sneak attacks if the victim dies, numerous floating/disconnected objects) I've since dismissed those words completely, and have simply satisfied myself with saying the Creation Engine has always existed since Morrowind. Gamebryo is not a full engine anyways, it's just a renderer. Bethesda plugged Gamebryo into their engine in Morrowind (then it was called NetImmerse) and wrote most of the rest themselves, and this Creation Engine was born. Oblivion was Creation Engine 2, Fallout 3/New Vegas was Creation Engine 2.5, and now Skyrim is Creation Engine 3.
But what this series needs to continue forward is not a new Creation Engine version, we need a new engine, full stop (or at least a new renderer). Skyrim isn't even a month old and it already looks dated. This is as far as the current engine will ever go, its capabilities have effectively bottomed out here. Gamebryo needs to go if this series is to continue to move forward with the times.
While I agree consider this -- a whole new engine means a whole new set of tools for Bethesda's staff to learn, in addition to engine licensing costs. There's a huge cost overhead for Bethesda to move to a new engine, which is why we see the 'Creation Engine' for Skyrim: it's easier to tack on band-aid 'upgrades' than use a new engine from scratch. Ultimately, though, the Gamebryo base is showing its age and at some time Bethesda will need to switch and foot the cost for future profitability.
However, don't forget -- as modders we've been able to do so much modding and port work from previous games precisely because the engine changes little with each new release. If Bethesda switches to an entirely new engine, depending on its license requirements, modding may be much more limited with the new engine or not be possible at all. Two-edged sword eh?
Why is it so hard to just impose realistic limits to the game?
...[snip]
And ironically, the 4GB LAA patch possibly helps with larger saves (untested, just a theory). Therefore Bethesda could probably fix the large save-game issue by adding a single flag to the .exe that takes all of one second to do.