Character development: Skyrim makes your character actually dynamic. In previous games, as far as the game was concerned "Once a Sword-Wielding Warrior, always a Sword-wielding Warrior"... Even if you diversify into axes, dual-wielding, Restoration, and Enchanting.
For me, character development implies character creation. We have, other than race selection, none whatsoever. Even gender doesn't matter anymore. In Realms of Arkania, creating the party could take hours. It was a significant part of the game. And as she says in the Let's Play - "And you can also choose to switch the game into complex mode"

Daggerfall let you choose part of your history, Skyrim doesn't even have a built in notepad to write your own (and it doesn't Alt Tab very nicely either).
Complexity: Certainly more complex than any action or Adventure game. Have you seen what the Optimizers have come up with using Enchanting, Smithing, Alchemy, and spell-casting? (Answer: Unlimited destruction spells. Blizzards that out-damage dual-dagger sneak attacks, Monsterous poison effects). And without the Cheat Sheets, the Atronach Forge is a complex headache. Spell and weapon synergies, counterintuitive behaviors, and the like are prolific in Skyrim - just not to the extent as in previous games.
No, sorry, I haven't. I deliberately avoid threads where I can potentially get spoiled. Never even heard of the Atronach Forge (and don't tell me more). But, by not using it, I don't feel any negative side effects. Apparently I get diseases a lot. The only way I know is because people tell me when I'm in a town. In real life, when I'm sick, believe me - I can feel it! Same in dice games, GM could get really nasty if you didn't "roleplay well" - here there are no consequences for anything. Bad weather, full storm with a gazillion degrees below absolute zero? It's just visual, no impact at all. It doesn't make sense. Compare that to the DM table I showed above, and that's just the implications to a single group of skills.
Replayability - Aside from the main quest, only if you're boring. There are far too many dungeons for me to even comprehend doing them all in the same order the same way with all my characters. Radiant Story ensures that many quests aren't the same across multiple playthroughs. It's certainly above and beyond anything Bioware or Black Isle put out, as well as the last two TES games.
Well, frankly in CRPGs this touches directly with world size. I could mention a few towns in Skyrim, and you and me both have visited them frequently. I could give you 100 cities in Daggerfall that you and I have never even heard of even if we both played the game extensively. Radiant Story? We had this kind of random quest generator in Daggerfall too. Better in fact, since you could actually fail them due to time limits.
Electronic Game Master - The combination of Radiant Story and Random Number God replicate the experience a lot better than any RPGs I've played.
Not sure what you're trying to say here. Electronics does the job faster, no doubt. But since it has to be programmed there is no way ever it will do a better job than a GM with a working brain who can adjust properly to the situation at hand. It should have gotten better and better, but instead everything gets simplified. Other than development cost, I really fail to see why this is...