I don't think the perk system worked out as well as the designers, (Howard?) intended. From the reading I've done, I gather they wanted more freedom and less baggage. Some of that baggage was foundation, though, which the game needed.
I'll just keep repeating; character development is almost everything in a rpg, unless it's a maze and once done you're through.
Yup. As said before, the perk system is actually
more restrictive than the major/minor skills system that was used before because when it boiled down to things, Major/Minor allowed for a complete maximization of character if that is what you wanted. The perk system does not allow that.
Personally, I feel this is actually a step in the right direction that was poorly executed. You can't have a character that is master of everything anymore so switching to a new class mid-game is no longer viable past a certain level. I just wish the perk system was less arbitrary, is all.
Right now, EVERYTHING in your skills revolves around nabbing those perks. All I'm saying is why not put the deal X% more damage / cast X spells for half magicka / can perform skill X% more successfully and tie those to skill level instead of forcing the player to spend his already scarce perk points on them? Now skill level means something again.
Of course, there are a number of perk trees I feel were just terribly made period that will require redoing (Smithing and Lockpicking, for example). But that's a story for another time.