Ah, I see. If it can't be done perfectly, people shouldn't even try. Tip: don't get into game design, you'd hate it. People are always doing experimental things. Progress is such a terrible thing. Since BGS is still perfecting their hybrid RT/RPG combat mechanic, I'll give them a bit more time to work on the lockpicking mini-game.
And for the record: I do enjoy the lockpicking mini-game. I thought about it long and hard because I wanted to pretend that I didn't so I could be cool, but when it comes right down to it I have to admit I enjoy it. Then again, I like all kinds of things that other people don't like.

You're assuming that the current state of lockpicking actually
is progress, which is debatable. The way we see it, such things should be solely dependent on the character's skills and abilities, and a system in which this is not the case is not progressive. Of course, exactly how you measure progress in this area is itself a subject of debate; for me, it would be allowing the character more freedom to attempt harder locks than was previously present. Measured that way there
has been significant progress, as early games automatically refused the attempt if you didn't have the skill and/or gear necessary to open the lock, however the character's skill was always retained as the governing mechanism as the ability (or lack thereof) to open more complex locks was part of the character's role. Mini-games go
directly against this as they basically remove character skill from the equation, which should
never be done as the whole point is that what happens to/with your character is a direct reflection of his/her skills. if that means that a character with a low lockpick skill misses out on a bunch of loot,
so be it, that's called
choices and consequences, something most modern RPGs have an appalling lack of.
You're right. If my character is level 5 and I encounter a level 25 monster, my character should just drop down dead in his tracks. Period. Who wouldn't want to play that kind of game?

I know I'd like it, if my character is severely outclassed then by all rights I
should get obliterated in combat. Since higher-level critters are meant as opposition for higher-level characters, then a low-level character really shouldn't stand a chance against them, but I do see where that can be a problem with an open-world design. I'm not objecting to the use of tactics or (where applicable) superior gear to stand a chance against a superior opponent, but there should be a point where their level superiority is too much for even both to overcome, due to sheer power differential. As to where that line should be drawn, well, that's really up to the developers, but IMO 20 levels is well beyond it. Then again, I grew up playing games where even 5 levels was often too much of a gap, so the idea of being able to take someone +20 to me is a tad ludicrous, as that's two orders of magnitude greater in power. Of course, it's actually nowhere near that much of a difference in
Skyrim, so might not apply, but that's how I see it.