I completely disagree. While I think it's awesome that we have the CK, I don't think it's in any way a 'major part' of Skyrim. Yes it can do some hefty altering and tailor the experience, but you can still play Skyrim without it just fine. I don't agree with your anologies. You say, "Skyrim without a Creation Kit is like a pub with no beer or an ocean without any water." That would imply that the user cannot use Skyrim without the Creation Kit, and that just isn't true. It would be far more accurate to say The 'Creation Kit is to Skyrim, as the ability to special order any imported beer from almost anywhere on Earth is to a pub.' The pub still offers you a variety of drinks, but if you can have almost anything, it's an addition. Or 'CK to Skyrim, is like an Ocean where you cannot purify the water.' Again, it's an added option, but you can still use the ocean, and the ocean is still there.
I have a huge number of friends that play Skyrim on console. No Creation Kit. They still love it. Sure, if given the choice for more variety, very few would deny that, but the Creation Kit is simply an additional tool given to us by BGS. It is in no way a 'requirement' to play the game.
.
The loss of an integral part does not necessarily disable the whole. If melee, ranged combat, or magic were periodically disabled by an update, you could still play
Skyrim - just differently. By differently, it wouldn't be the same and it would not meet many expectations of play. This problem with the
Creation Kit is no different.
.
TES have always been RPGs, so it would be inappropriate to specify a continuation of
TES, in the form of
Skyrim, as something else (such as an FPS). The fact that
Skyrim belongs to a series of role-playing games is what makes the
Creation Kit an integral part of the game. This is because dungeon-mastering is half of the role play and freeplay is the other half. In fact, no game that lacks either freeplay or plug-in development tools can be honestly called a role playing game. This goes back to the first commercial RPGs, such as
Dungeons & Dragons, whose evolution and popularity was driven by independent dungeon-mastering.
.
With respect to consoles, I would not enjoy
Skyrim on console. Never mind a pub with no beer, playing
Skyrim on console would be like visiting a pub with nothing but tea -albeit 40,000 varieties of tea- and nothing else. Some people do enjoy tea-houses more than pubs so this is a question of horses for courses, but a tea house is done no favours when it is called a "pub". And, for this reason, you would be unwise to operate a tea-house under a hotel franchise.
.
However,
Skyrim is part of
The Elder Scrolls, which have always been full function RPGs (well at least since
Morrowind). However, consoles have always been and will always be a cut-down computer with more disabilities than abilities, which is why it is impossible to make a full function RPG for console. Whereas
Skyrim on PC operates as a full function RPG (most of the time),
Skyrim on console is not an RPG and console users tend to consider
Skyrim more an FPS like
Borderlands or
Far Cry II, for example - which is probably why there are so many arguments over balance versus role-play. The Console users want balance because they think
Skyrim is an FPS and the PC users want role-play because
The Elder Scrolls 'franchise', under which
Skyrim is sold, promises full function role-play. This is because
TES is originally an RPG and a PC game going back to
Morrowind and beyond - which makes the full function implementation of
TES games problematic on cut-down computers such as consoles.