I found it hard to vote - there's at least one other option to the first question that's been mentioned a few times here, i.e., the ability to lower or turn off xp on your own. I've used that a lot in games that feature it. That said, I hate the bs of "rested" xp and extra xp for special events - like Crimsonraziel said, it's like the game is gonna damn well force you to level up whether you want to or not.
Forgive the tangent, but this problem can be partially alleviated by using instancing for levelling quests. It's really difficult to adjust open-world difficulty (and rewards, if rewards are scaled to difficulty) to the player's level, but very easy to do in instances. Combine this with a radiant-like quest mechanism, and a character could get a lot more mileage out of each area. Plus, the open-world content would remain for those who prefer a more traditional leveling path.
Another tangent - more and more games feature a level-matching system of some kind, where a character's level is adjusted to the level of the area, or where all characters in a group are adjusted to the level of the highest level character (or lowest, or median). Rewards are adjusted accordingly; a low-level character who's matched to a higher level still receives xp and rewards appropriate for his "real" level.
Granted, I'm not sure how that would work in TESO if its mechanics are true to the TES games, but I hope it's something Zenimax is thinking about.