My personal list:
-Weapon Racks that are activated like bookshelves (Like the Morrowind equivalent of choosing a weapon, placing it on a rack and it attaches itself to it in a proper way)
-Upgrade House ability (Ability to hire carpenters through the same way you upgrade your house normally, to add Basemants, storage areas, second, or even third floors, eventually making it into a nice big mansion as you add more to it, the size, look and additions to houses and the over all max size would be different for each house naturally)
-Ability to place items on walls, etc.
-Mannequins
-Ability to "cook" poisonous foods/dishes
-Ability to use a poison potion on food to make it poisoned
-Wine/Bottle racks which you can activate just like bookshelves
Edit More Ideas:
-Player buyable (endgame after completing the final storyline) Armor, or clothes, or musuem shop, which can be built in a city. and upgraded a few times.
Due to limited space in cities however, only 1 of these shops can be built in a city. So for instance you could build a Clothes shop in Winterhold, but nothing else, AND you can also build an Armory in Riften. However only 1 of these buildable buildings can be built in any given town. so once you choose which one to build, thats it.
(Note for how the chests work in the shops: If you put an iron dagger in a chest in the treasury, it will be automatically placed (if there is a spot available), on a stand, mannaquin, or display case, or weapon rack automatically on the front display room, When a weapon/armor, or clothes is bought, its removed from the front room, and isnt replaced until the next opening day when the game re calculates what will be placed in the front display area)
*Clothes shop - Hire a "companion" to watch the counter with the usual working hours, their speechcraft slowly rises as they buy/sell things off of other people. Able to put clothes you've gotten from adventuring in specific crates/chests in the treasury room which will then be "shown" out on the main floor on mannaquins and stands..
-The ability to also hire a Clothier who's skill in crafting goes up as they slowly make clothes for your shop to sell. As their skill rises, they make better clothes, or you can tell them to focus on basic clothing if the shop is in a poorer town.
*Armory- Ability to build and then hire a companion to watch the front counter exactly like the clothes shop. Also able to hire a Smith to make weapons/armors who again level up slowly as they make more, eventually making better stuff. also with mannaquins, display cases, display shelves, etc. which show weapons/armors you have in the back chests in the back room.
*Museum: Simply, exactly what it says, a Museum which NPCs can visit and pay a small fee to check our your many trinkets, rarities, and weapons/armors and items. A very large Building when fully upgraded so it can only be built in the main large cities like Markoth, Whiterun, etc. and the look of it will be different depending on the town (to match the look of the town naturally). There would be MANY MANY spots to display nearly everything you can get in Skyrim and it would almost be a hobby to see how much you can fill your museum up.
Able to hire a front desk person to take the fee's for entering your Museum, Along with up to 3 "Historians" who walk around and help the NPCs who enter to look.
All companions and employee's are paid on a daily or weekly basis, which are automatically deducted from a strong box in your shops or museum, their pay raises slightly as their ability rises.
Some added quests for your shops or museum, Such as someone needs something made and will pay a higher amount for it than usual, or a thief steals an item from your museum and you must track him down, which ties into perhaps a "wanna be" thief guild who thought it'd be a great heist for their new guild, maybe even with the option of merging this half pint thief guild into the main thief guild if you have finished the thiefs guild quests, etc.
Edit #2: Another Idea
This one is simple... Companion Horses.... -.-
And my personal bit... Removal of the "hot" items which you stole... makes ZERO sense.Merchants dont buy "Hot" items.. yea well... why would a merchant in Riften know I stole this little fork from some random house in Solitude?..... and if the shopkeeper knows, why the heck doesnt the soldier I just walked by from know and arrest me for it? .... yea thats what I thought.. makes no sense... but again, I understand why they added it... So you cant loot an entire town and get uber rich quick... but then again.. not everyone will play as a thief.. :3 But this is probably just my wishfull thinking to remove that feature....


