This is sort of the idea I was playing with:
Let's suppose in the next Elder Scrolls game, they keep this system of having two hands free to equip whatever in and choose to use whatever you want. I propose that new batches of items be rolled in for the Mage, which are essentially weapon-like upgrades (which opens up opportunities for new loot types as well). They would be as follows,
Wands (or Rods). These are small magical shafts composed of metal, bone, wood, or other magical material. They would count as a One-Handed Equip.
Staffs (or Staves). Similar to Wands/Rods, except they are obviously longer poles with more extravagant decoration. They would be a Two-Handed Equip.
So imagine if you will that these items function almost identically to how One-Handed Swords and Two-Handed Swords act for Warrior Classes. But instead of using the item to cast spells that are stored inside of it (how Staffs operate currently), you cast your usual list of spells THROUGH them. Then, the Spells you cast through the hands holding those specific items gain the passive benefits of those magic implements.
For example:
Leliah, a High Elf Wizardess, equips an "Elven Wand of Lightning" (EWoL) in her Right Hand, and a "Daedric Hellfire Rod" (DHR) in her left. The EWoL grants her Reduced Magicka Usage with all Shock Spells, while the DHR increases all damage from Fire Spells cast through it. She then sets the spell Sparks in her right hand, and Flames in her left (the spells could also be visible on the item like they are in our hands in Skyrim, for example; causing the wands to blaze or fizzle with energy, etc). Now, in combat, holding the Right Trigger will shoot her Sparks for reduced Magicka (through the EWoL), and holding Right Trigger will increase damage for her Flames Spell (through the DHR).
NOTE: In theory, assuming that future Elder Scrolls titles enforce the 'Hotkey/Favorite' system of Skyrim; this would technically mean you would have to Hotkey not only items for your Left & Right hands, but also the Spells for those hands, in case you wanted to switch on-the-fly. I don't really know how this would work out in game, or by use of a controller. The same principle applies for the Staff / Stave, but considering its only 1 Item and 1 Spell, it would be much easier to swap them out for other equipment.
If necessary, the Rods/Wands/Staffs/Staves themselves could even have base attack bonuses like Axes, Swords and Bows do... to better even the playing field of damage output between Magic and Weapon-based characters (especially at higher levels of play).
Of course, like how a Warrior must choose between using a massive Two-Hander or pick up a dual pair of One-Handers; the Rod/Wand and Staff/Stave playing styles should be not only cosmetically different but functionally different to encourage different playstyles. This is what I imagine:
Wand / Rod:
Able to Equip Two Different Spells Simultaneously
Able to Cast Two Different Spells Simultaneously
Unable to Block Incoming Attacks
Staff / Stave:
Unable to Equip Two Different Spells Simultaneously (One object, can channel one spell)
Unable to Cast Two Different Spells Simultaneously (Once again; one object, one spell)
To offset that, All Staff / Staves give off either a Passive Damage boost or Reduced Magicka Cost to improve a standalone spells effectiveness.
Can use the Staff / Stave like a Two-Handed Weapon to Block incoming enemy blows.
(In this version of the magic item system, you cannot "mix" or "fuse" two spells together if they match in each hand ALA Skyrim. This ensures that when you are only using one style of energy or spell type, the Staff / Stave becomes the superior choice for singular focus as opposed to the Wands / Rods, which excel at versatility).
I think this would really make the Mage a much more dynamic and interesting character, both gameplay-wise and aesthetically. Give the Mage more loot to show off on his back! Give those wandering Wizards in the Magic Colleges something to carry about and lean on! It would enforce old fantasy tropes and diversify the item pool. You can let Scrolls be the sort of finite 'limited use only' magic items, to make room for the superior-style magic implements above.
Not only that, but you could play some very unique or niche-style character builds that could make for fun gaming opportunities! Examples include:
Spellsword (1 Handed Sword for Melee, 1 Handed Wand / Rod for Magical Effects)
Mageknight (1 Handed Shield for Defense, 1 Handed Handed Wand / Rod for Magical Effects)
Battlemage (2 Handed Staff / Stave for Magical Effects & Block, Heavy Armor Specialization for Defense)
^ The only one really unable to replicated currently is the Battlemage (with the Blocking to deal with Melee Threats), but simply having an item in your hand along with your sword or shield would go a long way in creating a unique-looking hero with an unconventional fighting style.
To balance them out with how Magic Weapons lose charge, Magic Implements could also lose a certain percentage of charge per second (for sustained spells) or a certain chunk lost per cast (on singular burst spells, like Fireball or Mage Armor). That way you'd still have to recharge them to maintain peak effectiveness.
I guess that's all I really have to say about the matter. Just an idea that popped into my head and wouldn't leave. What do you guys thinks of this system? Of the current Magic Staff / Mage equipment system? Is this idea a flop or a hit?
Also, because I'm bored; sample 'enchantments' found of these theoretical Magic Implements...
Effects:
Decrease Magicka Cost for X School Spells by X Percent. (Wand / Rod / Staff / Stave of Sustenance)
Increase Damage by X Elemental Damage Type by X Percent. (Wand / Rod / Staff / Stave of Firestorm, the Tempest, Frostbite, etc.)
X Damage made through Implement is absorbed as X Magicka. (Wand / Rod / Staff / Stave of Conversion)
Increase the effective range of spells cast through the implement by X Percent. Wand / Rod / Staff / Stave of Distance)
Increase the duration of self-targeted spells on user by X Percent. (Wand / Rod / Staff / Stave of Longevity)
Increase the amount of Healing generated by Restoration Spells. (Wand / Rod / Staff / Stave of Mending)
Increase the chance to stagger, stun, or daze opponents with Spells. (Wand / Rod / Staff / Stave of Force)
When Magicka is depleted, use a portion of Health to Cast Spells (Wand / Rod / Staff / Stave of Bloodcasting)
Increase damage resistance granted by Alteration spells by X Percent. (Wand / Rod / Staff / Stave of Protection)
Increase a summoned creatures Health and HP by X Percent. (Wand / Rod / Staff / Stave of Empowerment)
And of course, presumably other cool ones. Imagine the possibilities when crafting and enchanting your own implements! For example, a Staff of Conversion + Bloodcasting. Deal Magic Damage, keep gaining Health, when you run out of Magicka, use your Health as a Mana Pool while regenerating Health from Damage until Magicka is back up, rinse and repeat. Some cool combinations could be possible!