Perks are just that +1 or +5....
there s no need to have perks , you just have to integrate them into skills or atribute bonuses to create a smooth and integrated development, and not this hiccuped evolution.
I disagree. Even the "Skill Redundant" perks have two advantages over just the skill system:
Directed advancement: You can directly influence your character's development over the long run, without having to change your playstyle. Attributes from
Daggerfall, and to a (much) lesser extend in
Morrowind and
Oblivion ([censored] "Attribute Multipliers") previously filled this role. Being able to directly guide character development without having to grind skills is essential for an RPG.
Exclusive Development: The perks indicate not just a level of dedication to a skill (Allowing notable, unprecedented mastery of a skill instead of glorified Jack of All Tradesmanship in previous TES games), but they also indicate areas of specialization: Most of the perks follow branching trees. Some form circles instead. But, it allows a much more variety in how you
interpret your skills: Does Light Armor mastery mean you are faster, more mobile, and more tireless than others? Or does it mean that your mastery of light armor now allows you to take blows that would fell a steel-clad warrior?
EDIT: Honestly, I like the Agile Defender perk being the Light Armor "Starter Perk". It does a great job of representing notable advancement in effectively blocking and mitigating blows in Light armor, compensating for the apparent drawback of armor.
Conversly, I wish Heavy Armor reversed the "Juggernaut" and "Conditioning" perks, so the first perk a Heavy Armor user started to learn was adjusting to the great weight and bulk of the armor. Having armor encumbrance gradually decrease through five perks over the course of the character's Heavy Armor training is a lot more organic, believable, and interesting than going from Full Encumbrance to No Encumbrance in one level.