It's not a question of personal perspectives, but rather an acknowledgement of the fact that the sudden death of a leader inevitably triggers a power struggle, and that any such struggle will automatically impact the Empire's ability to fight in Skyrim. How long-term the effects are doesn't matter either, since the civil war is not a long-term conflict. The best way to represent this in-game is to have completion of that mission have a direct impact on the CW if you haven't resolved it yet, since at the very least there's going to be a sizable morale shift.
I agree there should be a recognition for what happens, but a thing like that could result in several things;
- A boost in activity by the empire to root out and find the murderer
- A temporary morale drop that allows Stormcloaks to advance and capture new areas
- Imperial soldiers starting to ramp up activites to defeat the stormcloaks once and for all
Without a doubt there will be a power struggle, but the empire wouldn't withdraw it's troops back to Cyrodiil in an instant. The power struggle will be going on in the empire and the conflict in Skyrim would be going on as before. In old time killing the leader of an army meant the war was over, but in this conflict the leader isn't even at the fighting grounds. in old times you would find the leader to be an active part of the fight, leading their men into battle. The whole way the story is presented this is not the case here and thus in my opinion it makes sense that there isn't a drastic change. However it should be a change to the conflict tho, but not a huge one.
The whole point of the MQ is stopping the Dragon rampage, so it's silly on the face of it for there to still be some raising hell after you banish Alduin. If that means additional words cannot be unlocked after the MQ if you didn't store some dragon souls, so be it, since that's the direct consequence of the choice to complete the MQ before having done so.
The way I have understood the main quest is the main point to stop Alduin the world destroyer, also when reading the quest lines and what happens they seem to offer a explanation why dragons will still be around.
Spoiler Alduin's End
Tsun awaits.
As the mist of Alduin's soul snare dissipates and the sky clears, Tsun congratulates you on your mighty deed, as do your three helpers and all the characters lost in the mist, who will make their way to the bridge. Before leaving Sovngarde, Tsun teaches you the http://www.uesp.net/wiki/Skyrim:Call_of_Valor shout which allows you to summon a hero from Sovngarde to fight by your side. When you are ready to leave, talk to Tsun and he will shout you back to Tamriel.
You will be returned to the http://www.uesp.net/wiki/Skyrim:Throat_of_the_World. Several dragons are perched there, all acknowledging the Dovahkiin and the destruction of Alduin World-Eater, and one by one they depart. If you did not already kill Paarthurnax, he will have a final conversation with you, and expresses hope to convince other dragons to join the Way of the Voice. Afterwards, if you are still on the mountaintop, http://www.uesp.net/wiki/Skyrim:Odahviing will come to admit his allegiance to you so that you may freely use his Thu'um to call him, though he warns that not all dragons are willing to follow Paarthurnax's example.
So based on that text bit alone I see no reason why dragons should all dissipear. the explanation why you still see them is that some simply will not follow the way of the voice
It's always bothered me when a faction (in this case, the Forsworn), is locked into the 'villain' role, since I'm a big fan of having alternative paths. Unfortunately, that's something Bethesda is rather bad at.
a faction like this is a untapped resource that could give so much variety in playstyle, the problem could be that due to time they just made it a villain faction rather then create a full blown faction with it's own quest and background story. Sadly few developers are good at these things and they often seem to just add a bunch of villain factions that are interesting but impossible to join or do anything with except kill them.
That's some good stuff, and I would add that there should also be the opportunity to topple a given guild, such as with the DB in Skyrim, since some RPs will be diametrically opposed to a specific guild's purpose and will want to expunge them.
Guilds are really a thing I would love to ee more focus and details on, it would give so much more to the game if they made guilds more meaningful then it is today. Imagine the possibilities you would have with a micromanagement system.
If you choose to expand the thief guild it means you coul?d earn more gold, but at a risk of getting the guards attention. Infiltrators could come to join you simply to plot against you from the inside, you could choose which members to send on which mission and based on hidden factors and their specia?ity that would determine if the mission was a success or if the thief got caught and ended up in jail. If he ended up in jail it would be like a side quest for you as a player to get him out, either by breaking him out or paying the fine or simply allow the thief to sit the time out but then loose an asset to the guild in those days/weeks.
Or how to make sure the secret of the companions stays hidden, which persons to send on which missions, maybe the silver blades try to infiltrate and it would be up to you as a player to find out who it is.
Another thing that could be nice would be to allow for instance Brynjolf to do all the daily management if you as a player don't want too.