Somewhat to that end, but also as a comparison to other Bethesda titles, I would like to see a return to death of "important characters" being possible. Personally I think everyone being killable, but a warning popping up for important characters, to be the best solution, which is what Morrowind did.
I can't think its
that difficult to plan for... Baldur's Gate did it with "Bif the Understudy", (Any time an NPC could not appear to give it's dialog, Bif would spawn and do it) ~I'm not recommending that as an option though :hehe:
Still... Why couldn't a shopkeep die and be replaced by a spouse or relative, and plausibly pay debts and or continue to offer services.
*every day have the secondary NPC check to see if the primary is alive, and if not... assume their role after a brief introduction.
In other instances... have more than one NPC with a motive for a given quest. It would allow the player to access a quest for one or the other (and both could be good guys or bad, so its not a forced karma hit).
~Or drop a given quest entirely... The Quest giver dies (for whatever reason), no more quest; Its the Main quest? that's what assistants are for. Crime boss gets "wacked", and his 2nd steps up.
:shrug:
*See, this is the problem several members kept pointing out two years ago, about the flaw in full voiced dialog for all NPC's. Solutions like the one above create a budget problem by requiring lots redundant dialog, that would have been nearly free of cost had the game supported text only (or partially) for secondary NPC's. (By this I mean have it be part of the initial design, and be common enough not to seem unusual or stand out as a last hour patch-up).
[and by virtue... real last hour patch-ups don't stick out like sore thumbs]
It depends on the game though... I'll admit that text only dialog in an FPP game with close conversation is awkward ~but then...

The Fallout series as a whole never was one prior to FO3.