I'm not being arrogant at all. If you'll cool off for a second and go re-read my post, you'll notice I said, "Go make a world the size of Skyrim in Crisis at the same level of detail..." You cannot make a persistant openworld experience with thousands upon thousands of handplaced objects and actors. Does the CryEngine look good? Hells yes. Can it make large worlds? Yes indeed. Can those worlds reach the same level of persistance and detail. No. And don't use 'You can alter the engine as you please' as an excuse for that. While that may be true, that's hardly something that the average Joe could do. That means that comparing altering a AAA title engine with an 'as is' Creation Kit is not something you should do.
Spending time to create a large open world on the Bethesda engine isn't something an "average joe" can do either, unless the quality of it is terrible. There will probably be texture creation, model cration, scripting, sound production which are all relatively specialized studies as well. I wouldn't really call that "as is"... so I don't know why programming a system to make persistant "rpg elements" is such a big step beyond that. Maybe programming knowledge is less common than 3d modeling and texturing? But even so, you have to do scripting? If you can do scripting and do it well, you can probably do some programming at least?
You also answered and stated a rebuttle to your very own next point. They release their exporters and other proprietary add-ons because they get paid by their users. Not a single modder pays Bethesda any money at all. They make nothing off of modding (except perspective additional sales on PC due to modding). Those extra's like exporters are not licensed, and it would cost them to license them out, and they make no money, so they don't do it.
The users pay for both Crytek's and Bethesda's tools. They pay when they pay for the game. Crytek's tools are free for personal use and so are Bethesda's. The only difference is that Crytek's tools can be licensed for commercial use, and Bethesda's can't.
I'm saying that Bethesda could follow this model, or they could even release the tools they use still under the policy of: "You can use our tools for personal use only, not commercial use".
I'm not trying to be arrogant or anything at all. I'm simply saying you should look at things from Bethesda's perspective. I think they do an amazing job making a tool like this available to us for free with no strings attached. The fact that they patch it and fix any issues at all is a miracle, and I'm just saying that I don't think that this level of hate towards them is justified.
Modding is hard, I'm just saying step back, take a breather, and take your time. A lot of mods can easily be made within a few hours and after doing a few tutorials. Just like how some types of mods take thousands of hours and a lot of learning. This isn't a unique environment that Bethesda has created in a negative light. It's like that with all toolkits, just maybe less-so with the ones that make the company direct profit.
Yeah, I know, I agree that it takes time either way, but I don't agree that the tool is amazing just for being free. It's really not a good tool, and just simply being free doesn't make it better. If free tools are bad, they don't get a pass just because they're free. I'll use 3D software as an example... there are a lot of free 3D software (I have used a few), and the only one that I really think is good as Blender. I think that's the opinion of most other people too. And we don't give the other free 3D programs extra credit or say they're awesome just because they're free, because... they aren't. So why do it with game development tools?