Well, I'm pretty happy with my play testing results. Only one annoying bug I can't eradicate - I've added water, tea, tea leaves, coffee, and coffee beans to various vendors using a system I used to use for the Fallouts - rather than editing leveled lists, I add the objects directly to the merchant containers via script. It means you don't need to worry about any leveled list merging, and the goods show up without you having to wait for the containers to respawn. But for some reason, Skyrim doesn't update merchant inventories until after you've bartered with them, so the goods I've added won't show up until you've entered their barter menu, exited, then reentered. Kind of annoying but I'll probably just list it as a known issue and go ahead and release.
Do you have effects for being drunk, like imagespace modifiers or anything?
I tried doing a basic proof of concept inebriation mod for myself last week but I couldn't get the Apply() function to work. The ISMs worked because I tested them using console commands, and the script worked because I had debug messages run alongside the lines calling the Apply() function, but it would never activate them.
Yes, being drunk improves your speech skill (or harms it if you're too drunk), improves damage resistance a bit, and decreases your crafting skills. There's also an imagespacemodifier that gets applied, it gets stronger the drunker you get, and can be disabled via the config menu if it annoys you. The magnitude of the effects are based on your blood alcohol content - it takes a bit for the alcohol to enter your system, so your BAC raises until its all entered your system. It then tapers off as you metabolize it, in a pretty realistic amount of time. How drunk you get depends on what you drink, how much, how much you weigh, and whether you're male or female. It's really cool that Skyrim's imagespace modifier "Apply" function lets you specify a strength - it lets me slowly and imperceptibly ramp up the strength of the effect as you get drunker, rather than suddenly plopping it on you at full strength.
I just finished playing through Metal Gear Solid 3: Snake Eater HD (amazing game btw) and got used to having a needs system so this sounds like it'll work well in Skyrim. I have Necessities of Morrowind and a needs mod for Oblivion but haven't done a playthrough with them yet. MGS3 is the first game I've played that had a needs system and once I got used to it I actually liked it so we'll see if it translates as well to Skyrim as it did for MGS3.
Fallout 3 and New Vegas are the only games I've played that had a needs system (modded in FO3's case), but they fit really well since you have a realistic day and night cycle and a good variety of available food. Skyrim's no different, so it should be a good match.
*Edit -
What abpit players who have completed Namira's quest? Will the related bonuses count towards your satiation?
I haven't completed Namira's quest at the moment, so I haven't done anything to support it yet, except to include a "human" flag in foods so that I can add bonuses for cannibals in the future. It's on my list for the first update though. Vampirism is fully supported right now though.