I looked at some of the most common arguments that gets thrown around in this crusade against every change of TES since Morrowind and added my comments to them:
-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.
-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.
-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 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.
-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.
Almost every relevant criticism towards Skyrim; the linear main quest, the stereotypical side quests, lack of dialogue, no evolved system of real impact on the environment, can be said about every other TES title as well, so using them as comparison for saying that the game is shallow and dumbed down is pointless.

