Here's what I'd like to see in F:NV. I'll explain each point in order to improve the accuracy of what I mean:
- Gameplay in the style of Fallout 3 (real-time and all). ---- With this said, I also think that V.A.T.S shouldn't necessarily freeze the target in place - it should simply slow them down by a great amount. I'd also like to see a cursor of sorts in order to specify which body part you wish to direct your attack towards with a greater amount of accuracy, as opposed to shuffling through different limbs. This will also make V.A.T.S seem less like a lifesaver, as it will still require focus in order to pull off an accurate attack.
- Slightly down-tuned physics system. ---- Uppercutting a raider into the air from behind with the Power Fist was fun, but when an accurately placed rifle round to the forehead of an unsuspecting Enclave soldier sends their torso doing double-backflips while their head spins around like a bowling ball, it becomes a bit annoying after a while. I'd like to see a physics system in which rag dolls weren't used (or at least, emphasized as much) or one which accommodates the weight values of certain targets in order to determine whether a 200 pound Super Mutant brandishing a minigun is capable of airborne gymnastics.
- Greater sense of realism towards the violence system.---- By this, I'm referring to those bizarre reactions you get to certain attacks that are completely over the top. While it's fun on most occasions (where it makes sense, at least) other occasions make it seem far-fetched and a bit repetitive. For instance, punching someone (or something) a couple of times with a pair of brass knuckles shouldn't EVER make their limbs explode into pieces. Nor should a single slash to the face with a switchblade decapitate someone.
I'd like to see more 'crushing' blows for certain attacks (particularly those in which blunt objects are used) in which you may disfigure their limbs as opposed to tearing them apart. Such as: breaking their bones (by which they're visibly poking out or out of place while bruised/bleeding), compacting their rib cage, puncturing their muscle tissue, dislocating their joints, etc. (Yes, I know, I'm sick).
In conjunction with this, slashes and bullet wounds to certain body parts should allow for exposure of bones/muscle, or wounds (such as gunshot wounds) forming that spill blood along the frame of the target, with appropriate animations to express pain (in the case of all forms of wounding/damage taken). Armor should also take visible damage in certain cases, eventually deteriorating as continuous damage is placed upon it (bullet punctures, exposed areas, fire damage residue, etc.)
And to top it all off - a 'no gore' mode in which only small amounts of blood are visible (just to shut up the parents

).
- No more generic NPC's with no identity being used as scenery filler.--- I think EVERY character you encounter should be capable of at least SOME interaction, because everyone is relevant to your experiences in this sort of journey, and should be capable of fulfilling some sort of purpose. While playing F3, I didn't find the idea of generic NPC's who didn't even have names to be appealing at all, or necessary for that matter (which may have been the point, but it was still a waste considering the fact that this sort of setting is scarce on characters as it is). If everyone had an identity and some form of unique dialogue, you'd feel as though your murdering sprees were more personal. Instead of saying "I had to kill 20 of these Wasteland Settlers to avoid being beaten to death by everyone in Megaton after accidentally punching Confessor Cromwell", you'd be able to say "Oh, I just killed this guy named John Jingleheimer and his wife Pam because I disapproved of their hostility towards me after trespassing on their brahmin ranch".
- More dialogue depth outside of storyline--- There was nothing more annoying when visiting Rivet City than to hear that constant story about the boy falling off the flight deck because there weren't any railings. The worst part was that EVERY NPC there had it as part of their dialogue, in which it was told in the exact same way as everyone else. To think they had every voice actor read out those lines instead of giving these NPC's more to talk about is kind of disheartening in regards to Bethesda's actual focus on dialogue in the long run. For Fallout: New Vegas, I hope that the NPC's would find a greater amount of topics to talk about as time goes on, in which waiting around for days will result in different conversation each time. This would really add some depth to the characters along with the setting.