I am going to address your individual points and express my point of view on each one. A lot of the things you cited are areas that I also feel Bethesda could have done a much better job in.
-There are no attributes - hence there is no depth in character generation and development
Wrong, numerical attributes is by no means some benchmark of depth within a game. A character can be described and characterized with just as much detail using descriptive traits such as perks, feats, abilities etc. The description of my character with traits such as "skullcrusher" and "devastating blow" describes the fact that a character is strong just as well, if not better, than having an attribute value that says strength - 88.
Attribute functions have been redistributed into the skill perks, but there is a certain roleplaying charm they have that you simply cannot make up for with them gone. It feels more "into it" to have a clear-cut indication of how strong or smart your character is, and it gives you a bit more to work with when figuring out how to roleplay that character. Without attributes, you can only ad-lib those traits, which is a lot more difficult.
What could be done instead is simply have Attributes be computed from your character's overall skill levels and perk choices. A very popular Morrowind and Oblivion mod did just that (Galciah's Character Development and not Galciah's Character Development). By simply having attributes reflect your skills and just letting the player concentrate on building his skills instead of grinding for attribute multipliers (the mods removed those from the game entirely), all the baggage is gone.
This is one of those things that I can see why Bethesda removed them, but I feel that was taking it too far.
-There are no classes, without a pre-conceived label of my character he or she is just bland and generic, like everybody else
Wrong, the preference of a pre-generated path for character development or not, is just that: a preference! Without classes, characters may start out more similar, however, the unlimited options for developing any combination of skills and traits creates, in the end, much more diversity and variation of characters. It also allows for REAL roleplaying choices in character development within the game, perhaps my character was destined to be a great mage, but growing up as a mere thief it wasn′t until he met master Tolfdir at the college of Winterhold that he discovered his true path and began his epic journey towards mastery of magic. That is true storytelling and roleplaying as I didn′t know where my character would end up when I started.
What the new system succeeded in doing was delaying when your character gets "locked in" to his class. Once you reach a certain point in the game, you have taken so many perks in a particular specialization that it is now essentially your Class. The game doesn't label it, but there is still a class system in place. Whether intentionally or unintentionally is not for me to judge, but there does come that point in the game where you have taken so many perks in one particular specialization that switching to another would result in a character that is only "OK" in two specializations instead of master of one.
Not that that is a bad thing, of course.

In short, the "no class" argument is invalid, because classes still exist. You don't need an arbitrary label telling you "this is your class" to tell you what your character is and is not good at, like in the real world, that is something you figure out for yourself.
-I can′t play the character I used to play, the system has removed an important option for me and is consequently more shallow and restricted
Wrong, there are thousands of character concepts that the previous system did not allow me to play the way I wanted. Subjective attachment to a certain character does not constitute a valid reason for why a designer HAS to include this for your well-being. When I am the gamemaster in a roleplaying game, I decide what characters will fit my campaign. You want astronauts in TES, design your own game or mod!
The removal of some features (most often brought up is the Unlock spell) makes it harder to use certain playstyles because in order to be successful in this game, you really have to use skills from all three specializations. I'm not a big fan of encouraging or enforcing jack-of-all-trades gameplay, I am someone who would prefer as many actions available in the game as possible be available to the player in three ways: one for the Warrior, one for the Mage, one for the Rogue. This way, every archetype has their own way of doing things, and the player is still allowed to decide which he prefers
Take bypassing that lock, for example: Warriors can bash the lock open, but since they can do this to any level lock at any time, it runs the risk of destroying or damaging some of the gear inside to balance until they improve their skills with whatever weapon they are using (the higher the skill, the less chance of breaking something). Higher level locks would require more force, so the risk of destroying things inside a Master locked chest will be much higher than for a Novice locked chest. Mages get a spell to bypass the lock which would require sufficient skill to cast, and Rogues can pick the lock so long as they have sufficient skill to pick that particular level lock. Three ways, all equal, instead of just one.
If you want to help the player improve character diversity, you need to ADD new features to help differentiate the archetypes from one another, in this case, for bypassing locks. Skyrim, on the other hand, took the opposite approach and subtracted the number of means available to bypass that lock. If you want to open locks magically, your only option now is to visit a Standing Stone and get a once-per-day power, which is obviously not designed to be relied on. I can't really see how that is in any way a step forwards for character diversity.
Skyrim only went halfway. The major meat of the game (combat) has three unique archetypes to approach it from and the player can combine them together in whatever way he sees fit. But the smaller things, like bypassing locks and persuasion, only have one option available to them now. And when I can compare to previous titles in the series and see that they had more than one option, then I can see no way to justify Skyrim being a step forward in allowing for a truly unique character.
-The quests are all trivial, go fetch this or kill this, and they have no consequences in the game world, it lacks depth.
Right,however neither did they in Daggerfall or Morrowind or Oblivion (excluding the main quests). And it′s also arguable, some quests do change the setting and certain events stop occuring (not giving away any spoilers, just leaving it at that). This perceived depth of the world in the previous games is the most inflated and overrrated statement ever. Morrowind was completely static, unless I started killing people off, in which case the only noticeable "effect" was that there was fewer people. The series have not lost any depth in that regard, because they never had much of it to begin with.
Agreed. My only real gripe is in the limited selection of quests that contain choices with consequences and that those choices often require me to choose between "Dumb or Dumber" from my perspective (Forsworn Conspiracy, for example, has me choosing which of two factions, both of whom I utterly despise, should win control of a settlement). But quest depth compared to previous games has not regressed at all, it's stayed put.
Not bad, but not necessarily good either. While it means the game has not regressed in quest depth and variety, it hasn't progressed, either.
-Features such as spellmaking, ordinance and coercion have been removed, the game is being streamlined to make it easier to learn for dumb people.
Wrong, none of these features were actually very hard to learn. The level of complexity involved in bringing a repair hammer along to maintain your armor did not deter casual gamers. Game designers are always trying to streamline their mechanics because what happens is that you always end up trying to include too much, and you need to be brutal towards your design and cut all unnecessary content or you end up with a collosal beast of a game where the content you actually spent most of the energy preparing for the players to discover and enjoy is lost.
Here I must disagree. Cutting content from the game is the absolute final option a developer should consider, because removing content from the game makes people unhappy (case-in-point right here).
Instead, the developer should look at what made the system flawed, address those flaws, and integrate the feature into the game a different way. If the fundamental system itself was flawed, then yes, it should be cut. But if only a portion is flawed, you remove the portion that was and look for a new way to return the feature to the game in a more meaningful and less contrived way before you consider cutting it out. If you can find no way to return the revamped feature to the game, then you cut it.
Armorer, for example, is an unecessary cut. It would not have taken much effort for the system of equipment maintenance to be piggybacked onto the new upgrades system: upgrades would not last forever, instead the equipment would gradually return to its base stats the longer it went without the player taking initiative to maintain the upgrade. In this case, not only does it re-implement Armorer's featureset in a more believable way, but it also solves a few problems in the game's Smithing skill, too:
1. Removes the need to grind for Smithing experience, as now the player can get his skill up just by using and maintaining his equipment. In short, it provides a natural means of progression, whereas grinding is forced progression. Both are meaningful, especially in Elder Scrolls.
2. It is possible to exploit the Smithing skill to heavily reduce the effectiveness of the Arcane Blacksmith perk to the point of irrelevancy by simply upgrading your equipment before enchanting it. Add in a periodic need to maintain the upgrade, and Arcane Blacksmith is needed again, and the exploit disappears.
3. It provides a money-sink for players who don't want to go out and search for ore to mine. Instead, they can buy it from merchants, providing a constant expense to avoid money becoming worthless to the player.