1: malachite is a semi precious stone (A green rock for jewellery That is not very hard) Skyrim's malachite mimicks its apearance (swirling patterns, colour, texture) and so is meant to be malachite
2: morrowind what had RAW GLASS and the glass was made of GLASS
3: Glass armour is 90% moonstone with 10% malachite- No glass at all .
4: glass is native to vardenfell, skyrim is near enough to vardenfell, yet the armour is of a high elven design? (along with "elven" and "ebony")
(Other notes related to materials- Corundum is also a crystal and is almost as hard as diamond, A new metal specifically for orcish seems like a stupid addition )
Why do perks dictate what armours you can make? To defeat a counterargument that i know is coming- If perks are devine inspiration from the heavens- why Is ancient Nord, wolf armour , falmer , Blue glass (chilrend) , ebony mail (simply ebony plate without shoulders) Spellbreaker... i don't think i should list most of the artefacts... Not given to you from this "devine inspiration" ? I can't even make Simple jewellery in different materials!! Plus by this logic i would be able to know every enchantment and alchemical effect by perks. No.
If i made the game, i would have had the player learn armours from teachers.. but i didn't. Lore wise the creation of armours (especialy dwarven and daedric) from perks is stupid- and making "legendary daedric" also happens to be gamebreaking and nonsensical ( Work of a spirit vs work of a hammer)
Then there are milestone perks which you need to put a point in to make the skill better (The first perk of many skills- like enchanter) The actual skill number not making a direct difference is
1: incredibly stupid
2: flawed in game design as it prevents you from putting more perks into places where they would seem usefull
- One handed is better than two handed. Archery is better than destruction.
Seriously- there is no point to two handed when you can duel wield. You can't block when dual wielding, but you do not need to. With dual wielding i defeated a special dragon within three seconds and before he could attack. When i tried this with two handed it took me minutes and i obviously took much more damage! With dual wielding you don't even need to run from the high level opponents that will anhilate you if you use another approach.
Dungeons are too consistent- all draugr dungeons would be fine if there were more unique types of draugr
Dragons are more like generic fantasy dragons than Master debaters and cunning linguists. They Have a "BREATH" attack! It's not a "SHOUT". The concept of fire dragons and frost dragons was clearly borrowed from somewhere else! Plus, as dragonborn the player does not shout like the dragons or greybeards ( Parthanax's fire breath vs yours?) I realise that gameplay would be broken if you actualy gained all of a dragon's power (or knowledge) from absorbing their souls or learnt every word from one wall.. but Dragon shouts are weak.
*picture my rant about how falmer are simply the "goblin" enemy here
Last points Technical things
-the game probably has half a days worth of dialogue yet no animations to back it up? Did bethesda not hear that 90% of communication is non verbal?
-Kill animations- WHY? Especially when you look at my last point. What's with the flow-breaking, immersion breaking time stoppers that simply highlight how badly the animations are?
-Why must bethesda fail so much with the lighting? The light in a dungeon should not be from white too light grey but rather white too near black! The lack of contrast is horrible
-repeating dialogue.. Attributes were playtested out but not this?
In conclusion- i ask of you... Where can i find bethesda's leading dealers?

