And you do realize that they build their game engines from scratch each game, right? It's not like they take one engine, keep upgrading it and keep saying, "Let's leave the shadows alone, just to see if we can drive one Canadian guy completely insane."
So wrong. They used the NetImmerse engine with Morrowind. That engine was reworked, (Not re-written/re-built "from scratch"!) and then called the Gamebryo engine. Along comes Skyrim, with the "Creation" engine......which, again, is simply a reworked Gamebryo engine.
Gamebryo was originally created by Numerical Design Limited (NDL) as the NetImmerse engine in 1997.
The Gamebryo system is provided to developers as a suite of modular http://en.wikipedia.org/wiki/C%2B%2B libraries. Game developers can combine and extend the libraries to create their game specific functionality, thus avoiding investing time into the development and optimization of generic functionality that is common to most games. Gamebryo's design emphasises a rapid prototyping approach aimed at an http://en.wikipedia.org/wiki/Iterative_and_incremental_development.
Personally I think there are bigger issues to resolve in the next patch. Bugged quests, bugged weapons, Esbern's bugged potion, Brand-Shei not leaving prison...
No argument from me. Doesn't mean the shadows should be ignored, for all these years, looking back.
You only really notice it when you stop and actually actively look for it.
Nope. Some of us, like me, are hyper aware enough it's glaringly obvious (I'm like a cat, if something flickers/moves/catches my attention, my eyes dart straight to it. I don't allow laser pointers in my place for that very reason.

) and immersion breaking when it happens.
I just simply shouldn't look this terrible in 2012. On an engine (base) they are so familiar with. Why don't I see it in other games that use shadows? They seem to get it right, why can't Bethesda? Really, why? They have the talent, so, why do the shadows look like something from the 8 bit era?
It's not rocket science.