If you don't want your character to be immortal then just toggle off god-mode!! Hey, I just found the perfect argument why god-mode should be toggled on by default!
On a more serious note, what a load of miserable rubbish you posted. Yes, the game should detect whether you have the skills required to manage a mage guild. The game should detect if a player has what it takes to be respected in the long term by a bunch of library-geeks and magic weenies. You're damn right it should. What happens in the mage guild is like a modern university asking a cop to be a dean because he shot some hostage taker. It's complete and utter nonsense that is very hard to take seriously.
Yes, Bethesda does need to put rules into the game because that's what makes a game world feel realistic. If the world isn't realistic then there's no immersion. That isn't to say the world has to be real, but basic logic should not be violated. Just like a bunch of soldiers wouldn't follow some alchemist or librarian into battle or a bunch of eggheads at a university wouldn't like to be under the leadership of a mechanic or an accountant, neither would fighters care much for a leader who can't fight like they can, and neither would mages care for an arch-mage who can't actually do anything magicky.
Obviously an Orc berserker might decide to not do the mage guild quest line, but then again, it doesn't require much magic talent to become an initate and there's no promotion involved during the quest line. It's really just a number of fetch quests and Orc berserkers do those just as well as anyone else, so why wouldn't an Orc do them? It requires meta-gaming of the worst kind to know that one shouldn't do those particular fetch quests because they lead to a rather absurd situation.
Indeed, many people want to do everything with no negative consequences for any choices they make. These people are action gamers rather than role-players, and it is [censored] infuriating to see that what those people want is more important in modern RPGs than doing anything whatsoever to actually support the role-playing.
No. No restrictions based on skill. If you do not think you are sufficient skill to lead the college, that is how you feel, but not everyone else.
Speeking with the archmagister at the begining of the quest line, he tells you he only desires that the college stays focused on the study of magic. not that everyone that goes there is turned into a mage of such repute they could be the emporers new court wizard, or lead a battalion of battlemages or become a professor. Just that the college remains a place for study, and that the students follow the rules in place to keep the place safe for such study. thats it.
I am not even sure the existing archmagister was a potent spell caster. he is never shown doing anything of the sort. I do not recall any grand stories from the other mages there of his renoun. For all we know he took over ina similar fashion to the player character and has a destruction skill of 25. Honestly Tolfdir is the one that they all look up to in that regard.
An orc berserker is capable of deciding if someone broke the rules or not. An orc berserker could also forcibly remove said rulebreaker from campus if need be. Your character essentially saves the college and well, much more then that in the end. And heres the thing:
None of the quests require you to cast a spell to complete, at least not one of any real skill. the first one is simply a matter of timing, It canbe completed with a skill in restoration of 5 and the base 100 MP. The other quest that requires magic use gives you spell tomes of the appropriate spells that are specifically reduced in both cost and effect to make them feasible for any unskilled character to use to complete the task. Even in the very end, you are using an enchanted staff, and whatever combat ability you have is adequate for the remainder of that battle.
So then, what kind of nonsense would it be to require a certain skill level just for entry when none of the following tasks would require it? Including taking the mantle of the magistrate? The school goes through a real traumatic series of events including deaths of some of its most important members. You saved the day, and lead them all through it. You have already proven your leadership abilities, both through deed and initiative to do the deeds. The game is written to support this, be it through the quests, the dialogue and even some of the not so apparent stuff, like how Tolfdir seems to be more of a mage then the archmagister.
On another related note, my own orc warrior will not do the thief quests, or be a nightingale or whatnot. it is not his nature. To him thieves are dishonarable trash that deserve bad deaths, and if the game allowed he would annihilate the whole guild and flush the ratway clean. that would be my choice, loss of quest possibility? Dont care on that character, its part of the immersion. Its all very similar to the magic lines- dont do them if it doesnt make sense to you.
I am constantly amazed at the players who refuse to role play or use any imagination whatsoever on an TES game, and beg for more hand holding and limitation to a series that was built on freedom of choice. The times, they are a changin I suppose from the days of Daggerfall and Morrowind. you know, I think bethesda should release battlespire soon. Now there is a game from TES that people like this would like. No free roam, just complete the games "levels" and work towards the end in a straight line. Well, no, theres no pointy grey arrows in that game to solve the puzzles. probably wouldnt like that either.