That said, I don't like when a quest arrow points exactly to the item I need to get/read/interact with or whatever. If I have to find a book somewhere, give me the general location and then let me search for the object. I know many players were frustrated with the infamous puzzle box in Morrowind, but this doesn't justify the addition of a marker pointing precisely where a small item is located.
It wouldn't be hard to make for Bethesda at all. It would just offer more freedom, give players the responsibilty over their own game enjoyment instead of having Bethesda dictate how your should enjoy the game (which changes with each installment and often contradicts what players prefer).
Why should anyone be against these 'options'? If it was hard to implement and came at the expense of something else (like adding a new weapon type like spears + animations) than I could understand the objections. But this is easy to implement and offers great enjoyment.
DO.IT.BETHESDA.
Unfortunately, what you suggest is far from being something "easy to implement". Armor repair, for instance. It's not something that you add in a patch. It is a feature that has to be part of the overall design for the game. In Oblivion, you could repair your armor to level up your armorer skill, and this had an impact on your character. In Skyrim there is no Armorer skill anymore, they put Smithing instead and now you can create armor and weapons.
So how do you add the ability to repair armor and weapons? If it becomes part of the Smithing skill, it would unbalance it because it would be very easy to level Smithing up to 100 in a few levels. If it is a perk that you can get when Smithing is at, say, 60, then players would complain about it being irrelevant or not making sense. So it is not something 'easy to implement'.
Precisely. Radiant quests dynamically change the locations, so how would you add this to voiced dialogue? And if it magically appears in your quest journal with a fancy detailed description, you would complain that the NPC never said that and your character couldn't possibly know such a thing, so the game is bad because it is magically giving you directions you couldn't possibly know.

[To me] it's the same with quest markers; (though... I don't particulary care for dynamic markers that point out the exact location of a moving NPC. IMO the marker should point to their city, then their, house, or their last hang-out).