Thinking about it, does anybody else feel kinda dismayed that people will, once they've progressed a fair ways past max level, have unlocked all the abilities and skill-ups for all armor trees.
Now this seems like a good thing, and allows people to flexibly adapt their playstyle to the up-coming situation if they have the foresight to predict it...
But now I'm questioning the good of that. When I think of "fun" character progression, I think in terms of "every time I spend a point, it is meaningful". What do I mean by meaningful? Well, that it will have a long lasting and deep impact on how my character fares in the world. If I know that every point I spend is just a coin in a piggy bank, so to speak, I don't find meaning in that. In fact, it almost feels like I'm grinding a bit.
However if, for example, when each point I spend narrows the focus of my character potentially for the rest of the game, it adds heavy weight to each and every point you spend. With a system in place where we know we can eventually go back and get nearly every ability in the game over time, and have them at the same time, our choices will no longer bear heft weight in the back of our minds. It'll always be "Oh don't worry I can go back and fix that later", but never really the half-hour debate on how to spend those points that are gone once you do.
Now, I've got a little more than feelings to back this up. Not much, but something. In games where skill lines were locked in to your original decisions like this, min-maxing builds seem to have very little prevalence. In games where you can easily and quickly swap builds and abilities, one can go and essentially force people to follow a very strict composition of a team for PvP and PvE. However when the builds aren't locked in, not only does min/max'ing become less prominent, but people are much more hesitant to enforce it when its likely everybody will, by end-game, have some mathematical error or another. It makes groups focus on the skill of a player and how they work with what they have rather than telling them something like...
"This fight has a lot of magicka damage going out, swap to cloth. Oh, you didn't train your cloth tree? Well, guess we need somebody else for this fight. No, I don't care if you do more DPS with light armor, this fight has no enrage and high damage, and has to be DPS'ed slowly anyway."
I feel like the ES series, as one of the best RPG's of its day, really capitalizes on the importance of choosing something and having to stick with that decision. And in my opinion, character progression is one of the best places to push this kinda concept. They've shown that they're willing to let players adapt with limited hotbars and only letting them change pre-fight.
Basically there are two types of choices, long term and short term.
Right now long term choices are classes and races only.
Short term...everything else. Weapons, armor, guild, abilities. Heck even Lycanthropy/Vampyrism.
I'd just like a little more importance placed upon the choices that define our character, is all.