This was one design decision I liked from Bethesda. While mostly linear, the dungeons in Skyrim are pretty long. I don't mind the shortcuts at the end, and it's not like EVERY dungeon had one.
I think focusing on non-random loot and more side-stories for cave inhabitants would be the best way to boost Skyrim's dungeons.
Hi NothingButKnight! What gives?
A mix of handpicked and selectively randomized loot might hit the sweet spot, don't you think? Anyway, I don't think I ever felt there was even a small chance of me getting lost in a dungeon. To me, this is a failure from the level designer's part. That threat must be there alright, hanging over you like a funky omen, for such threat is the source of powerful emotions. Currently, even blind falmer happily make their univocal way through each and every dungeon, or so they could. The player can casually navigate most dungeons as well, and not because the local maps are tremendously useful, they're not. It's just the blueprint of dungeon after dungeon after dungeon is a long spaghetti strand, sometimes streched out, sometimes curled upon itself, yet always loyal to that spaghettiness. Variation is the spice of life, and SKyrim's dungeons are a tad too bland.