A good QA anolyst can differentiate between a personal preference and a "must have" in terms of the overall goal of meeting a deadline within the budget (or without completely blowing the budget out of the water).
That is where I fit in, how I learned, and why I decided to ultimately become a designer rather than the 2D/3D artist I was originally going for. I know there's a huge difference between development and QA (as a designer my job is already done before half of the other dev team even gets started) but QA is where I started to learn, thus why I give it so much credit.
If you do not agree with the current design of Skyrim, and you are sure you have figured out what's wrong with the game and 'what not to do', why are you still here?
Because I'm a designer, I talk game mechanics and I still like Skyrim. I still want to have fun playing it. I talk and discuss the games I like, even if I "hate" 90% of said game, doesn't mean I still don't like it. It's a personal preference kind of thing; do I dislike Skyrim as it is now? Yeah. Do I dislike TES? No. So I come here to talk and offer ideas that might, if implemented, make Skyrim more enjoyable in the future for me, or perhaps make the next TES game more enjoyable than Skyrim is.
Just because I may not like part, most or all of the game doesn't mean I can't sit down and talk shop. I've done it with Halo, done it with Call of Duty, Street Fighter, whathaveyou. Again, I can talk shop for hours about mechanics because ultimately, mechanics are what I care about the most.
As far as "why talk about other people's work," well that's simple; eventually I'm going to have to look for influences and compare A to B. If I don't know what A is doing, has done right or wrong, I won't be best informed when I try to make B. If I want to make a medieval fantasy RPG I should be looking at D&D, Dragon Age, Final Fantasy (some of them) and TES so I can compare and contrast what works and what doesn't so I can then judge how I want to shape my own game.