Bleeding, ignoring armor, criticals? Yeah that really adds diversity. Its just more "damage done", not even any tangible way to sense or see it other than the enemies health bar and some more of those dreaded 'numberz', that's it. Dual casting is a gimmick that adds nothing. Slowing time is a new mechanic, but its not a huge one, not like creating your own spells for example, or any other number of mechanics that are no longer even in ES.
That's fine, they are very subtle features but they flesh out the combat allowing your character to actually feel like he is truly superior in this one area. I now have a reason to use different weapons in combat as they provide different pros/cons than they did in previous games. The same goes for magic, I now have a reason to use Frost instead of fire that isn't purely based upon resistances. I enjoy having a slowing mechanic that tries to simulate reflexes as a fighter using a sword and shield would have higher reflexes with a shield than a fighter who didn't use a shield.
If I'm fighting a big brute who uses heavy armor it is more logical to use a mace than it would be to use a sword, or axe. If I'm fighting a archer it's more logical to use a axe as you damage them over time.
If I'm fighting a brute as a mage it's more logical to use frost than it would be to use lighting. If I'm fighting a mage it's more logical to use lighting than it would be frost. I can actually use two different spells at the same time in order to achieve a unique effect. If I'm fighting a troll I'll use flame and frost to slow and do more damage.
That's why I like the new system, it provides more depth in combat. Those who claim the combat is "boring, or terrible" haven't found these subtle changes that actually make me feel like my character is a master swordsman, or a great archer. This was something previous games never made me feel.
Not quite the same thing you would expect new game to add more content.
To say nothing new was added to the game is about as bad as saying nothing was removed.