Um you play the game and test them out. If you don't like the way skills work together you re-roll. It's a long standing tradition in RPG's going way back to pencil and paper games. When players of mine used to want to re-roll I would make sure I had something special planned for the character they were retiring and find a way to work their new character into the current campaign. For a computer game you just push NEW GAME. It's really easy to figure out how skills work. Sounds like you think discovering things is no fun. I disagree.
Pen&Paper RPG isn't relevant. Before creating your character, you can discuss with the GM about what to expect, about the mechanics of the game, and even if you decide to give big flaws to your characters, it's more inspiration for your GM to play around. In Pen&Paper, the GM adapts the game to the player, can "forget" some rules to make a better story so everyone has fun, etc. Also there generally about 3-4 players to content. You understand the difference with a computer game, where all the rules are set and same for everyone.
Pushing "New Game" and trashing your first character may be a tradition of class-based RPGs, but it's their main flaw nonetheless. Tradition isn't good by nature. BTW if you stick to tradition, Morrowind and Oblivion were far from it by giving you the possibility to customize it. That's very rogue. Don't you frown on that?
Anyway, it's a video game. You don't tell your player that the choice he made a few hours ago by instinct was crap so he should reroll. That's simply an awful design. But it certainly gives elitists a tool to belittle other players.
Now I know you have very little understanding of TES. I played Bosmer Archers in both Morrowind and Oblvion. They were awesome characters. In fact I have about 5 characters that I always remake in each TES, and I do a few things differently but one of my mainstays is a Bosmer Scout (custom Scout) who leabs more toward a military style scout than a thief. He's always awesome.
No really, the archery in Morrowind was bad. And it was a big pointer on the absurdity of the hit or miss roll of the combat system of Morrowind. In Oblivion it was efficient against humanoids, who have less HP. Once down in the ayleid ruins, you would have to shoot a ridiculous amount of arrows while kiting. Skyrim sneak + archery is really awesome, but would have it been badly designed again, that wouldn't have been a problem. Nobody would have had to reroll. Rerolling is good to try a new playstyle, a new RP... a real new character. Not when that's to correct a mistake that's not even your fault. That's a terribly stupid punishment.
Your examples of character builds given from Morrowind and Oblivion prove you either never played those games or you never gave yourself a chance to learn their systems.
If you try to fart too high, you're only going to cover you up with crap.
In Morrowind at 25+ you're unbeatable, whatever your skillset may be. So if you talk about the efficience of your scout at those levels, that's pretty much useless. I stopped caring about its systems after beating down Dagoth Ur with 30 in hand-to-hand, seeing how perma life regen on a ring and even basic weapon enchants were already overkill, and laughing at the alchemy exploit.
In Oblivion, after that first clunky character in which I spent too much time to be happy to reroll it, I made other characters, all taking advantage of the game mechanics I just learned. Needless to say that went a lot better, although I still don't understand why I deserved to have to reroll. Of course I also stopped caring about the systems after I understood that the charm spell alone was killing the entire speechcraft skill, and how the damage reflecting enchants were just killing the difficulty, and I really laughed when I discovered by myself I could kill entirely the game with five 20% charmeleon enchanted pieces of clothes (without durability) and a poor bound dagger (no durability, works on ghosts). I also once tried the min/maxing of the stats by swapping major and minor skills, but being very strong at lvl 3 against crappy critters was really not my definition of fun.
I now know these games and their mechanisms quite well, but that wasn't the case when I created my first character. The class system punished me for that. In Skyrim I was able to learn smoothly. Giving away a few perks isn't a problem at all. I also already made more characters in Skyrim because it's easy to try another path and another RP, if you feel you're making a mistake you can immediately correct it without starting over again through a content that hasn't a lot of replayability, let's face it.
Above all, I wonder what people allergic to typical sandbox mechanisms are doing in the TES series. They allowed you to customize your class to open the system to begin with, not to close it. So removing classes entirely was a logical step further to be even more open. There's still the global level, maybe it won't be there in the next opus.
If EA's policies weren't so low, I would advise you to test Ultima Online. But nowadays, there's less and less players, no server merge, and the prices are going up with an infamous subscription + cash shop model.