Of course you're saying there is an excuse-- the excuse being that Bethesda creates open world games. The ideology (for a long time) was that players will have to deal with shortcomings if they want a sandbox RPG. I agree, and I'm fine with that. The bugs are acceptable (aside from the PS3 memory issue, which I found unacceptable). You don't need a completely new hand crafted quest pertaining to every bounty in Skyrim, sure. The last line of what you typed here really bothers me. You're saying that if Skyrim polished its story, added meaningful dialogue with consequences as well as interesting NPC's it would be an MMO? This makes very little sense. The "go kill 10 board and come back" is a staple of MMO gameplay, and one that seems like it's worked its way into Skyrim "go kill this bandit, come back and get gold."
Now, while we're talking about both genre constraints and MMO's, let's look at The Old Republic. BioWare managed to have excellent dialogue, a great story, diverse side quests, all in a huge MMO world. Before that game, no one would criticize an MMO's story or quests because it's an MMO. It's a grind fest. That's its genre. Well, BioWare broke the stereotype so why can't Bethesda?
For the first point my point about the MMO was to reflect upon KoA and its MMO like world. The way that "zones" are set up sort of kills the world for me. What I mean by zones it that there are clearly areas that are designed for level 1-5, 6-10, 11-15...etc. The mobs in the zone basically stand around waiting for you to kill them, they have no life, and no purpose outside of for you to farm them. Bethesda is one of the few developers I've seen who create an open world game that doesn't rely on such a mechanic.
Overall my MMO statement was nothing more than a overreaction, a fallacy if you will. As for The Old Republic I haven't played it so take what I say with a grain of salt. Ultimately that approach to an MMO fails because once you're done with the story, which would be the main driving force, you're done with the game. From what I've read, and from what I've heard most people quit after they complete their characters story because it's kind of like retirement at that point.
That isn't to say that the story isn't good it's just that the main reason to play is the story which really defeats the purpose of an MMO. Also the raid structure totally fails when you incorporate story and the choice system. It was a great idea, implemented well within the context of an RPG but fails at the MMORPG part.
Interesting you brought up KoA, as that serves to further go against your argument. KoA is an open world game. It's huge, and still has interesting combat. Is it as realistic as Skyrim? No. The art style they chose was rather cartoonish-- but still impressive. And yes, it IS still an open world game. Does Skyrim have subtleties that KoA doesn't? Sure! But just because that waterfall looks *really* cool in Skyrim isn't an excuse to have an overall bland and boring combat system. The argument since Morrowind was, "it's an open world game. It would be too taxing on developers to create a good looking combat system for an open world game. Well, obviously KoA beat that "argument." I'm not a game designer, but I don't see how creating fluid, interesting looking combat would somehow be too much for them to handle simply because the game map is big.
KoA is much, much more constrained. I've played maybe an hour of it and the world felt much shallower than that of Skyrims. Invisible walls, places I couldn't go, etc. Yes it's an open world, but not to the extent that Skyrim's is.
As for the combat... I dunno why people say all Skyrim consists of is "click, click, click" because that's EVERY game! Name me a game (not kinect) where I'm not clicking a mouse or pushing a button to attack. As for Kingdoms yes it has better combat but it is just click, click, click and ultimately it looks flashier but becomes a button masher because that's far more effective. Yes you have a dodge mechanic and it works, however you spend your time clicking at an opponent... such is the life of a video gamer.
As for dialogue, nobody is asking for BioWare quality (realistically). BioWare has always created some of the best RPG's we've ever seen because of their writing. That would be like telling Chuck Palahniuk that he needs to write on par with George RR Martin. Palahniuk wrote some excellent books and fans still demand quality from him, but nobody expects him to beat out Martin. Not gonna happen. HOWEVER, I find Skyrim's dialogue to be so abysmally shallow and lacking I think it's a perfectly legitimate area for complaint. In an RPG, we need choices. Even the good, neutral, evil choices you cited earlier would be 100x better than what we currently have in place. Maybe you'd be concerned about memory constraints, adding that much content to the game-- well, I made several threads (I think you contributed to a few of them, still stubbornly demanding voice acting) which covered the issue of voice acted dialogue vs. test dialogue (provided the text was deeper, more meaningful, with branching options). AGAIN, why can't Bethesda hire writers to create interesting dialogue for the game?
To me it is again the problem with an open world game. The bards college could have had some of the BEST writing in the game but nobody would ever see it. The story could have some of the BEST writing in the world and nobody would ever see it. You said it yourself the appeal is exploration and in that sense Skyrim is unmatched. It honestly becomes a question of "is it worth it to spend time, money, and effort to create awesome dialogue that only half of the gamers will see it?". I understand that's a question of any game, but in a game like Skyrim where you can go anywhere it becomes a bigger question.
That being said I do agree that more choices and less character ambiguity would be great however I hate moral systems. They're simplistic gimmicks that add very little to the game. They take me out of the experience and are poorly implemented. Bioware does it the best, but that's like saying Microsoft has the best motion controller.
I will say that the Daedric quests are easily on par with Bioware games in terms of weight. You really feel like the princes have complete, and total control over you and in many cases you're tricked into doing their bidding. Many of those quests will always be the pinnacle of story telling in Skyrim and much of the TES series.
No one is asking for the best of everything-- not even close. We're asking for a step above mediocrity. Bethesda has (once again) brought us a very fun open world game, but as an RPG it's failing worse than prior installments. Their budget, the time they had to produce the game, and their experience should have brought us a more interesting story, better dialogue, and more memorable NPC's. Monster variety, quest variety, writing, dialogue, combat, and depth should NEVER be sacrificed because "it's got a big map."
I could name at least three things that every game does poorly, and those 3 things will always be huge game mechanics. I'm not saying that makes it right, I'm just saying that's how life is.