My input, heavily influenced by MW and number crunching, being as I'm more biased to that game/method. (Might also be a bit rambling, apologies up front!)
Saw a comment about getting enchanting up to max level from start, which then means at low level, you can make very powerful enchants on low level gear. This was anticipated in MW, and so all items had an enchantment level. When you built your enchantment, it took up a size. This then meant that powerful enchants couldn't be placed on that rusty old iron knife. In Skyrim, it's a case of, any enchant you know, on any valid item, with the soul gem controlling the overall power of that enchant.
Items then should at the least have a max soul gem limit, so basic iron can only hold petty souls, and as gear increases, so does the max gem that can be used.
Will admit, I'm abusing the smithing skill, and as a side effect, my level is higher then it should be, and some encounters are quite difficult as I'm not "perked" enough in the combat perks. Your smithing skill should control what smithing items are unlocked for you, instead of being a perk. Since Skryim is combat based, smithing perks should contribute a small bit to combat. Some perks could be "% lighter equipment made", "small % increase to item stats made" while others give you a small % increase to damage or armour (working that forge day and night builds up your strength and resilience).
Having items damaged would also be great. Player 1 finds some elven armour which is rare for his current level. So that's a good moment for the player. They are not a smith, and have no knowledge of elven gear, so they can't repair the damage to the item, so they will have to throw it away as useless junk or fork out a load of cash to a npc who knows how to repair it.
Player 2 is a smith, and so is able to maintain that armour. Smithing then is a more advanced form of MW's Repair Hammers
This then also balances enchanting, will you really put a great enchant on a bit of gear that you cannot maintain, or afford to maintain? Highly unlikely.
With the skills in general, when I saw that they were represented by constellations, I was fully expecting at some point to be asked to pick 4 or 5 of these skills to act as my "Main" skills, but that wasn't the case. All skills basically started equally in affecting your levelling.
Combat and Non-Combat skills need seperate influence on your level progress, and as indicated before (especially with smithing), gaining the same XP at 80 skill for making an iron dagger as at 20 skill is quite silly.
I see "Skill" as "Chance to succeed" at something. So if my skill is only 20, depending on that skill, I'm an 80% failure

Sure, that's like Morrowind, but I liked my Nord Adventurer having a 20% chance of casting an healing spell and wasting his small mana reserve if he fails. Because chance has been eliminated, all that can really be done is perk up the % strength of abilities, but I feel that the % that have been chosen are too much, totally overshadowing skills contrabution to damage formulas.
Can't really comment much on the other skills, as from my gameplay, my character is a Smith who wears heavy armour, using 1H weapons but starts off fights sneaking with his bow (overpowered, stealth sniping), with a bit of destruction magic to spice things up. Pretty all over the place. Was silly that I smithed myself a full set of Dwemer armour before I had found any dwemer ruins.
Be interesting to see if NPCs do actually use perks. We've seen them perform perk type finishing moves, and I'm sure all the mages I'm encountering have perked spells. If NPCs do, then off course, players are going to get these new perks used against them.
I think though you might find the CK quite restrictive. MW and OB CK didn't allow you to change everything, and it seems that everyone thinks that Skyrims CK will be the holy grail. I expect quite a few people will be dissapointed.
The CK is most likely being delayed this long, as they are taking out functions/features from it, while ensuring it still works.