But there is one thing that's missing from Oblivion, and it was a key feature, or perhaps even the most important thing in the game.
Every quest was complex and there was a lot of ways to complete it. The game often didn't specify how to complete it, you could just think of some unusual way and most of the time it would work. Also the journal that described every step in a quest, it was great and fun to read.
Now the journal is gone and there is only a bland objective list. The arrow pointer that tells you where to go is ridiculous. I mean come on, there is a quest where a girl is missing and you have to find her corpse, and from the very beginning the damn arrow points you where the skeleton is.
I think it's pretty much similar to what Deus Ex: Human Revolution (also a great game) did. Original DX didn't tell you what to do at all, there were so many ways to complete a quest. I don't think there was any way to get the game stuck. Whatever you did, the game adapted and pushed the storyline further. Now quests in DX: HR also have multiple ways to be completed, but the game clearly tells you: you go HERE (arrow) and do this, or you can go HERE (arrow) and complete this quest the other way.
Sure quests in Skyrim aren't linear, but it's kinda schematic and instead of player working out what can be done, the game kinda gives you all the ways on a plate and lets you choose, while in Oblivion most of the ways were hidden and SO rewarding when you completed a quest in some unusual way.
