What are you talking about? The next game is not going to have "skills" cause they make the character too "unique" and they just make the game too complicated. Plus, skills are just derivative of how much damage you can do with various weapons and magicks.
So with the next game we will get no "skills" but instead you will have three "abilities" and they will be Magic, Ranged and Melee. Every time you level up you can put 10 points into one of these three "abilities" that will increase the power/damage output of your magic, ranged and melee attacks respectively. You will also get your 10 points to put into magicka, stamina and health.
Wouldn't that be a much more elegant solution than the current overly complicated "skills" system we have with 18 skills and 280 odd perks, most of which are completely unnecessary to the enjoyment of the game?
Funnily enough, some old-school RPGs had systems that were quite similar to what you're describing, yet you could still make a large array of varying characters with them. To be fair, though, within a given Ability were the specializations that allowed said diversity. That said, I think that the fear of simplification is a bit overblown; it may be optimistic of me, but I suspect that the system currently in place will be improved upon for the next title. The way I see it this version of the system is a prototype, and the next game will have a more robust version built with what they learned from this one.
Consider
Morrowind's and
Oblivion's character development systems: the one in the latter was quite similar to the one in the former, but you couldn't break the game during character generation and you had to be more careful where and when you put your Attribute points when leveling up. Unfortunately, they largely sabotaged the latter's system with the horrendous creature leveling system they implemented in response to the complaints about the former's static encounters, to the point where you had to warp your character's growth just to survive, let alone thrive.
In
Skyrim, they chucked all of that out the window, as it was a horrible mess and would have been a massive pain to fix, and went with an almost completely new system instead. That said system needs work is undeniable, however it's not the train wreck some folks claim it to be. I actually prefer it to the previous system(s), even though they are more in line with what I, as an old-school gamer, expect of a character system, because it doesn't have their needless complexity.
I know that sounds like a contradiction in terms, but it's actually not. In a complex system, there is a finely-tuned interaction between skill levels, attributes, and (where applicable) class specializations that allows for a wide range of character types, while in a
needlessly complex one, such as in those two games, you get lost in the micromanaging of various stats to the detriment of the character's proper growth. That's not to say it should be impossible to mess up; a properly-done complex system allows one to make almost any build one chooses (there will always be some the system doesn't provide for), with the caveat that not all such will be viable for a given play style or level of difficulty. At the same time, it doesn't bog the player down in minutiae in the process nor have hidden 'traps' for the player to fall into, such as the situation in
Oblivion where making a character whose specialty wasn't one of the combat styles meant you were screwed once the Tier II and III creatures started showing up.