Yes, they could have done more with the perk system, but to say it doesn't offer specialization doesn't make sense from a neutral, logical view. As I see it putting majority of power in the perks is a good way to specialize characters since it put major limitations on your to compansate for the fact that you can reach 100 in every skill.
I have no intentions of continuing this discussion as I don't really care if you have the same opinion as me or not, but I recomend that if you want to have a serious discussion make sure you can argue for your views. Don't state your opinions as facts.
Not trying to be an ass, just some friendly advice for future reference.
While specialization is usually a good thing, having so much of a skill's power in the perks heavily devalues the act of leveling the skill because you're getting almost nothing for doing so. Take the magic skills, for example: at 100 skill, spells cost (assuming no outside modifiers) roughly 41% of the base amount, which is 20% less than you get from a single -cost perk in the related tree. True, you need all 5 to cover all the spells, but the first two are basically a total waste as such spells tend to be cheap anyway and as such don't get much benefit from the related perk. If you engage in -cost enchanting those perks become pointless in turn, save as a means by which to unlock bonus perks for specific types of spells within that field, which basically means some of your level increases are a waste of time and effort as they contribute basically nothing to character development.
A more 'proper' implementation would have the two be more balanced in terms of contribution, so that leveling the skill actually matters rather than merely being a prerequisite for unlocking perks.
I'll keep that in mind. I believe a better system for Skyrim would've been to cap levels. Oblivion was on the right track with major and minor skills, but Skyrim should've taken that to the next step. Oblivion failed at it due to the fact that they let you level up everything to 100 and reap the benefits as well. Skyrim should've had major skills and minor skills as well. The major ones you would be able to level to 100. The minor ones you would not be able to level to 100, perhaps 50.
The problem with
Skyrim is not so much that the only cap on leveling is maxing all skills as it is that a large percentage of the levels we
do get are basically 'wasted', because the 5-rank 'starter' perks in many skills are pretty much mandatory to fill out because they have a disproportionate effect on the efficacy of said skills. My testing of the mod I made that merges them into one rank has shown that the freeing up of so many picks largely removes the need to increase the number that can be gained through leveling, because I basically have effectively 35-50% (depends on the build) more than before due to not needing to sink an additional 20+ into said 'starter' perks just to bring the skills up to par.
Examination of the perks themselves, as well as a number of builds that have been posted here, has shown that one of the reasons some folks feel they don't have enough perks is that they have sunk large numbers of picks into perks that aren't really contributing anything. Granted some of said perks have RP-valid reasons for being selected (such as pretty much anything in Lockpick and Pickpocket), but if one dumps all of these it frees up a
lot of picks for use elsewhere. This sort of optimization results in hybrid builds that can do pretty much anything well, such as the one imseeingred has mentioned.
Of course, such builds still have some areas they are suboptimal in, however those tend to be aspects where poor performance doesn't really have much impact. The aforementioned Lockpicking, for example: who needs the mastery perks, when you can easily have several hundred lockpicks on hand and as such don't care if you break a bunch of them on one lock? True, Thief RP builds will take them since they're in character, but that's the whole point in such cases; in
this case, however, the subject at hand is getting the most out of your perk picks, which renders them expendable since you don't gain much compared to sinking them into combat or crafting skills.