Woah, woah woah. Let's step back a moment:
"At any rate, hell yeah Skyrim is a bad RPG. I think the cause is that....well for one there's no consequences for your actions; the world doesn't reflect your character AT ALL"- linI've had TONS of interaction with the people and the game world. I won't give specifics because I don't want to ruin questlines, but there is a quest in Whiterun that actually changes certain things in town? Many people approach me and talk to me about the dragons and being dragonborn. I do specific quests in towns and people comment on them. I receive 'gifts' from certain townsfolk after doing things for them, NOT as quest rewards, but after interactions later.
I know there are some silly things in the game, like becoming head of the Companions and people still telling you to fetch mead, but to discount EVERYTHING in the game over some elements is not fair and not warranted.
If two characters use two-handed? They'll feel exactly the same; there's no point where they'll diverge and feel different unless you specifically limit yourself from taking all the good perks on one of them, which is unwise as this game's difficulty almost demands you take them. Note, they do diverge, yes, but has anyone tried Warhammers vs. Axes vs. Swords? I can say from experience that the bleed on axes is a joke and the Warhammers felt like the best. I want the characters to PLAY different, not "this one kills enemies faster because he uses hammers and the other one doesn't.- Ok, first of all, if you choose the exact same perks on two different characters...what did you expect? You created the same character! Second, combat is NOT a focal point of this series, the emphasis is on story and roleplay and interaction with the world. Different weapons have different stats and look cool. That's about it. That's how TES has always been, pretty much. This is not a medieval fighting game.
To the first point, WHO calls you Dragonborn? The guards? Yeah, now who else? No one. The guards are the only ones that'll recognize current events. Everyone else acts exactly the same til the end of time. The random gifts are just that, too: random. You'll never hear "I wanted to thank you again for helping me with Camilla." It's always "you're a good friend to me, have this -PROCESSING SITUATION, GENERATING RANDOM GIFT- wolf pelt!"
To the second, I'm saying that the trees for swords, axes and hammers are PATHETIC. They should make each weapon type feel unique, but they don't. They had the potential to have three different playstyles in one tree alone, but they neglected to really flesh it out. Now the result is one is badass and pierces through armor, another gets bonus damage every so often and the third gets some crappy bleed effect that isn't even noticeable 99% of the time. And hell, that could've been SIX playstyles: why should claymores handle the same as one-handed swords? They do though, and thus one-handed and two-handed are practically one in the same, as are sword-hammer-axe...
This I can get behind, but it has nothing to do with "self gimping".
True true, was getting a bit off-topic.