The dungeons tend to follow "twist" pattern too. Simple bandit hideout? Nope! Secret spider lair, vampire coven, ancient nord catacombs, dragon word monument, just waiting around the corner.
I also have a hard time with the fact all the nord tombs are chalked full of modern items. They're like, how old again? From before the founding of the Empire? Then why are the Draugr carrying around suits of Imperial Armor?
there is also the pickpocketing skill, the speech skill, the lockpicking skill, and probably a couple of magic schools too (although i haven't touched magic enough to be able to tell which ones).
Speeching, lock picking and PP aren't as easy or as tempting to break. Sure, you can PP every person in town or unlock every door, or spam candlelight for 20 minutes.....but enchanting, alchemy and blacksmithing encourage you to break the system just to get a semblance of what you want. Potions are shit without alchemy perks, forging good equipment requires you to be higher in blacksmithing skill than simply the level at which you can work the armor, and enchanting is basically the glue that holds the whole system together in terms of long-term interest, so you pump as much into enchanting as you can. (And the results are still pretty tame unless you've got blacksoul gems, potions and a good amount of skill. Most scaled items you find in game will be better than anything you can craft for half the game otherwise.)
So I think most people end up spamming those three things, because they have the most direct impact and are the most interesting parts of the game for your character....and it leads to more gross over-leveling. I know I gained three levels in just one session of blacksmithing so I could get the Elven armor perk. Those activities are where you stop playing the game naturally and game the system....and I think they'd be MUCH better if they were detached from gaining experience, or had the experience values nerfed several times over. Then it becomes about the resource scarcity, and you can kind of separate the two.
And I can't honestly say that fans would react positively to removing some of the classic systems that were in place.
Bethesda has had this nice "mix and match" philosophy with the games for a while....which is why I was so surprised that they backed away from it in this. The spellcrafting and enchanting worked in Oblivion and Morrowind....why make it smaller? It's like they reserved the right to break the game in cool ways for the devs alone, by making it so the player could never produce anything as good as, say, Krosis.