The game design clearly nudges into different questlines. It doesn't make you do it, but it really encourages you to. And yeah, I don't like starting a questline and leaving it hanging. I'm far from alone in that - a lot of people don't like having a quest log full of unfinished stuff. Like I said, with the mages you have to start the questline to complete another quest and either leave it hanging (when that quest is telling you it involves something really important) or follow it through to the end - in which case you'll end up being archmage. You can bypass the thieves giuld, but the game really pushes towards it and gives you the impression if you fail the initial speech check with brnjolf (sp?) you have to start that questline to get the info you need to carry on the main quest. You can bypass it, but the quest log leads you to believe you can't.
It's simply a personal preference that I'd like it if the game asked you to choose a guild and stick with that guild, maybe coming into conflict with the others. As it is it's "oih right I'm archmage. Cool. Now I'll go be boss of the thieves guild too. Then I'll assassinate the emperor, become a bard and then take over the Companions". I'd much prefer it if you had to think about what your path is and make a choice. It just seems stupid to me that you can end up with one person running every guild there is. Or at least not be pushed towards actions that might be very out of character for the character you're playing. It's not about having to do magic, the point was about shutting someone who wants to play a pure warrior who never uses magic out of complteing an unrelated quest (they've perhaps already completed half of) with a decent reward unless they go join the mages college. Why is that apparently so difficult to understand?
I just don't have OCD I guess.
And I'll answer you're questions as soon as you explain to me a magic system that is both realistic and fun, or why the mages guild would come into conflict with any other different archtype guilds. It's not like I'm against a bandit group you could join. Or if you could join the Silver Hand, that'd be great. I just don't see why the game needs to hold your hand, and in doing so restricting my creative enjoyment. I get the part about the amulet, I've done that quest. But that has nothing to do with guilds, that's just poor game design, or just fine game design to show mages an amulet they might like to get. And with how much you mention it while ignoring my points makes it pretty clear it is still bugging the hell out of you. But, again, why would the mages guild care what the thieves are doing outside their walls? They should care much more about what's going on inside, but they're getting daedric hearts in a steady supply so they're ready to look the other way.
See? You can make up your own comflicts just fine. That's what rpgs basically were back in the day of paper and pencil. And until video games can go toe to toe with imagination, we have to let things here and there go. I, for example, can easily play along that I got a DB contract to cut the head off the forsworn. Just because the two have nothing to do in game does not mean you have to stick to that. The game would be horribly stail if you just played what the dev team gave you. That's what the pc people have mods.
Here's the difference. You're personal preference stops me from having fun playthroughs. My personal preference doesn't stop you from having your fun playthroughs, you do.