I am a PC player who played the game on "Ultra" settings, and have tried combat, sneakiness, and magic.
- Graphics and Animation: Incredible, with minor issues that I would politely ask be supported
This game is beautiful. Yes, I see a bit of the shadow pixelation, but it's usually not staring me directly in the face. I am completely unconcerned with the "low res" textures that are supposedly such a problem with other gamers, because for the most part I'm not running around staring directly at the ground 2 feet in front of me, and, as I have the PC version, I am confidant that some very skilled modders will take care of the issue soon enough. The models and textures for the animals were stupendous -- the animals now look like animals. There's variation, and things don't have weird proportions. The harvestable plants blend in naturally with the environment they're set in, rather than sticking up like a beacon made of play-do as was the case in Oblivion. Besides the expected yet rare 'tearing' that I've found, the rocks and mountains look great.
I don't think the 'kill cam' feature is too big of an issue -- I did not achieve a great many of these, but I was also trying out different play styles. In fact, I think that it can actually be pretty cool.
I DO think the FOV issue that many players are complaining about is something that Bethesda should offer some support for, providing a way to fix it without having to do some complicated file/console fix and losing the achievements at the same time. It does cause motion sickness, as I can confirm, and I'm surprised that this wasn't caught in play-testing.
I haven't got to play with the horses yet, but I've seen some evidence of something I feared would make a return: horses that turn on a single z-axis. If I am correct in this, I do hope that Bethesda will provide a simple animation fix in a patch. Just throw it in there!

- Sound: Excellent.
I have no complaints what-so-ever here! Whoever was on the team that was involved with all of the sound in the game did an excellent job. Everything seems to be normalized, there's no migraine-inducing metal "CLANG!" when weapons hit, footfalls sound good, ambience, music, all of it.
- User Interface and the HUD: Beautiful, but in heavy need of a patch/fix
The menu system is actually very attractive, so I wanted to say that up front. My only suggestion for it, visual-wise, would be to allow me to scale it down. On my 1900x1200 resolution, its ENORMOUS.
The placement of the compass and on-screen elements for the HUD though are spot on. They don't get in my way, and I don't have to sit there wishing that someone would remake the Immersive Interface mod because I hate being forced to look at my own quest trackers. You guys did great making quest help a in-built option and having things fade off-screen when they're not important.
However, there were some useability issues that bothered me a lot:
1.) equipping right and left spells/weapons requires you to click the OPPOSITE mouse button (right hand is equipped by left button); trying to fix this by reassigning the keys leads to problems with general play if you are right-handed. In order to get around this, I just had to adopt a playstyle that isn't actually dependant on knowing what I'm holding in either hand (so not a lot of room to strategically use a healing spell and a destruction spell without more thought than necessary).
2.) switching between spells and weapon types is an extreme hassle. I have to open the menus and navigate around each time I make a change, which basically means, every single time I switch from ranged to close-range combat. For some reason, I cannot hotkey anything, and there are no instructions to be found in the game manual, the website, or Steam. The 'Favorite' system seems to be broken and I poorly understand what its for. I know it's a wee bit late now, but I kind of wish that there was a hotkey menu where I could assign more complex things, like Hotkey 1 = Lefthand Fireball & Righthand Sword, and Hotkey 2 = Lefthand Protection Spell and Righthand Restoration, bla bla bla. You get the picture.
3.) I occassionally get trapped in dialogue with NPCs. I realize this is a bug, so consider this as a report. Essentially, the 'tab' key to exit never registers.
4.) The UI -does not- update its key descriptions if you remap keys. If I set something that is default to 'E' to trigger on 'F', the menu screens will always tell me 'E'; this tells me they are either statically displayed or they are bugged. EIther way, it causes extreme confusion when I get into stuff not memorized like crafting and it's telling me to press keys that don't even function.
Story Progression: Great so far.
The characters feel real. I can tell a lot of work and time was put into all of these NPCs and making sure these stories just feel 'right'. I have no complaints what-so-ever.
Playability: Hmm.
Playability for thieves and warriors seems excellent. The battles are fun and nothing seems especially overpowered. I do kind of wish that I didn't start off the game leveling 3 or 4 times inside a single dungeon, though, because I'd level with only 2 or 3 skill gains. It felt weird and unpredictable and I had to check the forums here just to make sure it wasn't a bug.
I haven't played long enough to make a totally fair assessment; however, I do kind of want to complain about the way mages work. It appears that the vast majority of their spells require you to hold down keys in order to keep the spell in effect. That's great for things like most destruction spells where you're burning things pretty quickly and its good for balance. However, once you step outside the Destruction school.... well, how do I put this? Nothing else about being a mage is really jumping out at me as "fun." Summoning actually isn't intuitive since the only summon spell I've been able to play with flies out into the night like a purple fireball and I have yet to see my pet zombie. Things like alteration are downright useless unless you want to spend all of your time pushing down on a button. Point is, it just kind of feels like the entire mage gameplay approach centers around Destruction with some support from Restoration and the other Schools are just there for the legacy, since any 'strategic' effect that I could use magic for is actually done better through enchantment (and you don't even need to be a mage to use that this time around).
I'm all for having things 'persist' and actively burn mana if that's how the magic system is balanced - however, for the sake of strategy, and gameplay with something OTHER than the Destruction school, and the fact that this mechanic is hell on painful joints... could these spells not have been a toggle? I think it would have been cool to have things like a Protect spell similar to the Khajiit's native Nighteye power, except with a constant drain.