I support the removal of spell making in skyrim, but not for future TES games heres why
First off is that in oblivion, the spell making was flawed. each spell creatable in oblivion could be bought from spell masters. But they required alot of magicka, which is hard to obtain from a bad leveling system. So spell making allowed players to "create" less powerfull versions of each spell to tailor to a persons magicka count. And since the world is leveled to you, it seems powerfull. people forget that.
Yes the default spells was cheaper, however they lacked utility. if you used spells as part of melee combat you might want a spell who did fire damage on target for 4 seconds, or perhaps an weakness to shock to go with your shock enchant, add soul trap as it's cheap and often useful. I want on target as I cast this spell then disengaged from enemy.
A low level long time restore health spell was nice on followers, Oblivion had lots of spells but large gaping holes in the system, including none high level mind control spells.
Secondly it would not work directly with how skyrim preforms each spell. In oblivion spells were on the trigger button, that casted one spell, so casting multiple spells relied alot on the D-pad. Even with that mages still had to hold a sword and shield for protection. Being a pure mage didnt look and feel right. Skyrim does push it further, with the dual weilding system you hold 2 spells in each hand, be it 2 different class spells or same spells. they can also be mixed (which is like spell making but to a lesser extent) With this system it allowed pure mages to effectivly be 100% magic.
Oblivion system was easy to use, you could cast in combat, and quickly change spells applying multiple effects on the enemy, however this is not an issue in Skyrim, but changing from transmute to heal without putting away your weapon would be nice, system with changing effect is so unreliable I can not cast in combat.
And yes it's nice to see who effect is active.
third is the graphic and execution. almost every spell has a unique animation tailored to it. The crack of thunder from soul trap, the swirling snow from blizzard, the chain lightning from...lightning!. The graphics are fancy and are a deffinitive step up from oblivions balls of exploding dust. That said letting players mix spells graphically would be data consuming and each combination should have a different effect ( i know some people may say graphics dont matter, which they are right. But its 2012, i expect more than 7yr old decal). Execution, with the new talent system, they made it so spells no longer level to the player so they would have to expend points into the trees to make them stronger. But since this is a new system it didnt exactly come out the way players wanted. even so without scaling making spells would be pointless, because the next level spell would out-class the previous, and if you made a spell based on class you would only get a certain number available to that class.
As for scaling it was ok that casting cost went down in Oblivion as it has a lot of spells and spellmaking, Skyrim has few spells and flames and fireball has different uses, it's also nice to have an cheap flamethrower against weaker enemies, at high level it might do 25 damage/ second. For now everybody just use flames the incarnate.
Now i may sound like a [censored] for saying SPELL MAKING is rightfully taken out, but i agree with everybody that the amount of spells should be higher
Not every spell though, Giving alchemy the attribute spells is fair cuz alchemy really did nothing in OB but poisons and feather pots.
never used alchemy in Oblivion? My favorite as an mage was the restore health and magic over time potion. You could also add an shield effect.
What should have been done was to include spells in the talent trees as you progress, for example once you reach lets say 40 from alteration, you gain the open easy lock spell. (after playing the demo for kingdoms of amalur: Reckoning i believe spell unlocking should have a mini game in skyrim, makes it fair to the rogues) or More summoning spells from the conjuration tree, and ward spells from restoration. then again buying the spells would require that level (40 or somthin) but only recieve novice from the tree, and able to buy or learn/train on higher classes of those spells. After all you ARE learning how to control magic as you fiddle with it
I have no doubt that more spells will be added via DLC with other larger content, But until then im not as mad from the vanilla game spells, after all mages are actually a pure class viable to do anything without the use of a weapon. But in the next TES game i can see spell making return with a much refined system that includes the combined systems from skyrim and oblivion and morrowind.
and yes if spelling is off, its due to lack of sleep and trolling forums myself, cant be helped.
Not disagreeing with the unlock at higher skills, this was done in Oblivion. Also in Skyrim you can not buy high level spells with no skill. however might be better to use perks. Do not see the point of an mini game and you can not have it in combat.
And yes mods with better spells already exists and they will be significantly increased once the CK is out, however using an external tool to modify spells takes some of the magic out of magic.