Vampirism is still a bit too weak to justify it... I don't understand the logic of something that nerfs your character while making everyone absolutely hostile to you when it's benefits can actually be justified somewhat. Some more night-time bonuses would offer some better incentive. Underwater-Breathing~ I'm undead why do I need to breath?... I could name others, but then so could anyone so I'll just stop there.
Werewolf Form becomes weaker at higher levels and difficulties. Stripping a character of all of their armor as a melee character with no stealth is just plain suicide. I wonder sometimes does Bethesda play their own games before they launch, because of game mechanics like this.
The bounty system is just plain weird... I have the chance to escape prison without getting caught, but... lets slap another bounty on top of the one you already had? Really? Why offer it as an option at all... It's like here... would you rather get kicked in the groin or punched in the face?
Bounties get slapped on you the moment someone screams or is 'alert'; even after you killed all the witnesses (including the only guards that heard the crime) and from that moment on never go away; never mind there's not a soul to account for what just happened unless they held a damn seance.
Pick-pocketing is something that's chance based when the results of getting caught far out weighs bothering with it (making it so I have to rely on saving and reloading as a "game mechanic" which throws the suspension of disbelief out the window)..
The leveling system as a whole leaves a person straining to reach those high end perks for each tree (resulted in me using an exploit just to level my shield) with out just moving to a hybrid character. I suspect this has much to do with the exponential increase required the higher you level in each skill set. A very simple, yet effective, way to fix this easily would be to simply spread the exponential increase over all skill trees. Thus you could level up and master one school quicker and worry about the fillers later. Matter a fact it would discourage exploiting all together while creating a far more fluid leveling progression.
Spending experience = better. I know many might disagree as such systems reduce the aspect of immersion, but they have a far more controlled level up system other than slicing your horse to peaces to level up your swords. You could give experience on the basis of experiencing the quests, world exploration, mob deaths, and jobs... any number of things that couldn't be exploited the way the current system works.
Well I could go on... the game is still buggy yet... maybe more money would solve that problem ;p ,but I think I've covered enough for now.
Still an awesome game that has given me many hours of enjoyment.

