Here are some things that I think would be exceptional if implemented in TES VI:
- Some sort of disposition system. What I would like to see are multiple scales that effect how people treat you. For example have a scale for good/evil, intimidating/harmless, fame/infamy etc. To accent this, have all NPCs in the game set to certain dispositions as well. Say you walk into a town as an incredibly infamous war hero. Most of the townsfolk will shy away from you, but the odd brave, less morally inclined citizens would still talk to you. This is an extreme case, but can you see my train of thought? These scales should obviously be scaled by your actions within factions, MQs, wars and even side quests.
- In order for quests to do this, there must be moral, world changing decisions to be made at certain points and obviously multiple ways to complete each quest. Say you are a member of DB who walks up to his victims and kills them loudly, this character would obviously be more infamous than one who is never seen when they murder.
- The game world needs to change based on certain decisions. This means people recognizing ends to certain conflicts and your characters status. Things like crime could become more rampant if you rebuild the thieves guild or the amount of bandits and packs of wolves on the road would diminish when you make the Companions a force. Cities should change too based on wars and your actions. We should have been able to clear the bandits out of Helgen and have it begin the rebuilding process. Same for Bruma in OB. But, if we didn't help Bruma or Helgen, they would remain a ruin.
- You should have to make a choice about which factions to choose such as the Companions not being open to mages or something along those lines.
These are obviously just suggestions and would need to be fleshed out properly in the whole scheme of the game world, but what are your thoughts?

sorry for the confusion. I just didnt want someone to read my stuff and go HEY! you ruined that FACTION line for me!