The content has always been a strong point in Bethesda, I wish they put more substance into their stories (main, guilds, side quests) because as they are now, the impact of your decisions into the world around you are let's say underwhelming compared to other RPGs that have different content unlocked based on your decisions.
There's a lot of this kind of complaint made against Skyrim Crixus - and it's perfectly valid. Choose decision x, and it turns off path y - choose decision y and it tuns off path x type of quests appear in a lot of games. Also in a lot of games you get quests which give you a choice to have a good or evil conclusion to them - which puts points into morality meters.
While they are good character defining mechanics, I have never felt I am making those decisions for any other reason than to see what content is revealed after those decisions have been made. When I got halfway through Fallout 3 playing as an evil character, I gave up. It just never felt like I was evil and the only reason I was doing it was to see the content that the devs had made or to gain evil karma points.
By not having any of these mechanics, Skyrim succeeds in allowing you to create a multitude of characters with many more facets to their personality. The way it does this is very simple - you are given the choice to accept a quest or decline it. Take "Discerning The Transmundane" for example: you can always tell Septimus Signus to shove it if you're playing as a good character, or if you're particularly evil you can accept his quest.
It's this accepting and declining of quests that make your character who they are. There's really no need to have conent locked out or have some score to keep track of. It's allowed me to create wildly different, multi-faceted characters, thanks mostly to the shear amount of content on offer. I'm looking forward to playing a pacifist Khajit based on my pet cat, and a Breton serial killer - Sutclif, The Riften Ripper. No other games even come close to that level of 'roleplayability.'