I have a sneaking suspicion you didn't read the original post, or didn't understand it. Turn off the audio and use subtitles? My complaint is how shallow the dialogue is in Skyrim, and that there are virtually no options to select on how to respond.
Me: "Well that's not how a lawful evil character would respond..."
Bethesda: "Too bad!"
"The only advantage text has over voice (aside from data space) is that a player can remember crazy fantasy names a lot easier."
- Really? What about, oh I don't know.... budget? Money? Modding? READ the OP!
Edit: " just because other games still haven't evolved," you're actually suggesting that Skyrim has EVOLVED in ways of dialogue in an RPG? Are you serious?
My point is that none of the Elder Scrolls had deep dialogue systems (With the exception of Arena since I never played it). Complaining that Skyrim has shallow dialogue is... I don't know... Kinda late considering the history of the games. I understand that you want to have a deeper dialogue system in your games and I'd never be against that. To blame it on voice overs is ridiculous, however. That's not why Skyrim's dialogue is "shallow", it's because every option is subject-base so it's not how your character would say it, but the meaning behind it.
Go play Morrowind. It's all text. The system is very much like Skyrim. It's not a technical limitation, that's just how the games are.
You think producers throw money around not caring where it's being invested in? If there's no budget for dialogue, there's no money that needs to be invested in it. Aka, the developers don't have that money to spend it elsewhere. Even if you do invest money on writers instead of voice actors, you still wouldn't get the depth that you'd be looking for. It's not a money thing.
Modding can add MORE voice overs... You can put as much dialogue as you want. You're free! "modders can't output the same quality" you say? Turn off voices then and turn on subtitled. Problem solved. "but that's not the problem" you say, "I still won't get branching dialogue even if I mute the game". EXACTLY! So why blame voice overs if you KNOW that's not the issue?
Don't be frustrated because you assumed that I didn't read. I didn't think I didn't need to mention it.
In Morrowind we could ask for directions, get them, and thus had no need of the silly all knowing compass. It felt a lot more real.
You can ask for directions in Oblivion just as well; in audio. In Skyrim, I asked a charriot rider about a particular city and I got plenty of information about shops, inns, etc.
I'm all for text with some voice stuff. It's not like reading is challenging (at least it shouldn't be for the people who are actually old enough to buy the game, or the people who should be mature enough to handle some of the themes of these games), and of COURSE we would have the option to skip text or change the speed. Because as gixG17 puts it, Just because some games haven't evolved to where they have text you can speed up or skip (Also @ gixG17, Zelda isn't exactly a good series to use for that rebuttal, since it had text you could speed up and generally skip back with OoT and Zelda not having voiced characters is a design choice, as stated multiple times by Shigeru Miyamoto).
As for the rest of the things you said, Riskybiz13 handled that rebuttal fairly well. And also, the data space would be one of my biggest concerns. There could have been a lot more content if all the data and time that went towards voices went towards actual content.
I mentioned Zelda because the OP used it as an example. He specifically refers to Skyward Sword... So did I.
Just because there's more space on discs, it doesn't mean the developers will try to fill it. Besides, if disc space was such an issue, the first thing a developer should do is get their artists to optimize their UVWs and their texture maps; that's an entirely different discussion.