Dual Wielding is implemented brilliantly.
Perk System is an engaging system that allows for the deepest specialization, customization, and character building in an ES game yet.
Combat is the best ES combat yet.
Let's try this one claim at a time
1) DW is done wellI haven't experiented enough with it just yet, so these questions are based on my general observations, but since you're saying it's done exactly as it should be... Why is it that you don't suffer any balance issues when using an axe in your off hand as opposed to a dagger? Why is it that inherently gifted swordsmen such as Redguards and naturally clumsy swordsmen such as Bretons have an equally easy time becoming DW masters? Why is it that every main hand attack requires no stamina while every off hand attack requires stamina? Is it harder for you to swing a dagger in your off hand than a mace in your main hand?
2) Perk system is engaging and allows for the deepest specialization and custumization in an ES game yet.Did you ever play Daggerfall? I didn't, but at least I read about it, and it sure would seem to me that it allowed for more specialization than even Morrowind. By the way, I made a fairly flexible Breton build for Skyrim a few hours ago.
http://skyrimcalculator.com/#24643
What do you think? I planned him as a sword'n board light armor skirmisher but then thought, hey, wouldn't it be cool if I could use whatever heavy or light armor I think looks cool? Wouldn't it be cool if I could make killer potions, make stupidly strong enchants, and perhaps use zero cost illusion spells to really control the battlefield? As a result, my Breton will now end up being a master archer, master armsman (with mace specialty), reach the armor cap, have crazy good magic resistance (25% Breton, 15% Mara, 20% alteration, 25% Lord Stone), have crazy good elemental resist just from blocking, and be a master illusionist. And with zero-cost illusion, I'm guessing sneaking won't be a problem and opening locks is easy enough without any of the perks, at least to me. Oh, did I forget to mention that he'll also be a master alchemist slash enchanter slash blacksmith?
Yeah, you're right, this game certainly forces you to specialize, doesn't it? Gone are the masters of all trades, jacks of none. Deepest specialization ever? Try specializing in Destruction. Only way to kill enemies is to either plant poison arrows in them with weakness to magic and an element or to stunlock them. Oh yeah, that's some AWESOME deep specialization going on right there, isn't it? Conjurers have the benefit of being able to summon a massive two (as in 2!!!) dremoras and watching them kill stuff for them, as best they can, using their not exactly stellar AI minds. Wait, maybe you meant specialization as in "you can be mage, rogue, warrior", in which case you certainly can, though of course the same can be said about any previous TES game.
Let's see, deep characters. Like the wizard that started out in thief school where he learned how to deal with locks and how to mix potions, before quitting and applying for mage school? Wait, you could make that in Morrowind too. How about a monk khajiit? You could certainly make those in Morrowind. How'd you go about that in Skyrim? But wait, yeah, you're right. Who cares about monks? Heck, who cares about unarmed combat or unarmored combat to begin with? That's not flashy at all, right? Much deeper to NOT INCLUDE THOSE OPTIONS AT ALL, right?
How about the horse-hating spearman? Nope, can't make him. How about the horse-loving, horse-based spearman? Nope, can't make him and can't even attack from a horse anyway. But it's deeper to not do unrealistic stuff like attacking with a long weapon from the elevated position of a horseback, using the horse's weight and speed for added momentum, right? How about an axe-master who hates lame blunts and blades but loves axes? Well, you can make him but you need two skills and two perk trees for dedicating yourself to a single weapon type, whereas dedicating yourself to all forms of either 1-H or 2-H requires just one skill and one perk tree. Yeah, totally deep stuff, you're absolutely right.
You know, let's reverse this since my opinion is fairly clear at this point. I don't think taking things out is how you add depth. I don't think taking things out is how you add complexity or specialization. Since we don't seem to agree here, you could shoot me down by showing some of all those options you have now that you didn't have before? Show some characters that you can totally RP now that were not possible before? I'm waiting in excitement.
3) Best combat in a TES game so farPhysical combat, yes, I agree. It's the most engaging combat I've tried in a TES game. Then again, I do like action games so me being engaged by this is not surprising.
Magic combat, hell no. I'd rather have to play the chess game that was spellcasting in Morrowind than I'd have to spam the same three or four pre-defined damage spells over and over and over and over and over to kill enemies, and I don't want to be an arch-mage that can't actually kill anyone except by either tricking their friends into doing it for me or summoning a minion to do it for me. In Morrowind a summoner could have golden saints or dremora or other daedra or dwarven robots. Or you could go overboard and summon one of each. Okay, those summons were dumb as boards but that was an honest engine limitation at the time. Having zero magic options in Skyrim has nothing to do with the engine and everything to do with design choice.