I have to say that removing stats is one of the few cuts I actually supported. They always seemed like a vestigial feature, and having to plan out levels around getting +5s was asinine.
I also don't mind that the smithing/enchanting/alchemy combo is broken. What I don't like is that it isn't broken in interesting ways. It's broken in a very mundane way; you take no damage and your swords deal 500 damage per swing.
While it's a good thing that spells have a few more area types (cone, point, aoe, nova), I find the effects quite lacking. Previous games gave mages many more spell effects to work with, making them feel like actual mages rather than another type of dps. Furthermore, because there's no spellmaking, spells won't scale with you. Firebolt will always have the highest dps (with fireball against multiple enemies), so there's no reason to ever use flames or the higher level spells.
But I digress, the gameplay isn't nearly as important for a TES game as the worldbuilding, lore, and quests. I got the feeling that whoever designed the faction quests for Skyrim has no idea why people join certain guilds.
The mage faction should be about solving mysteries by acquiring knowledge and magical power. Morrowind's mage's guild really got this right, as it had you steadily uncovering the mystery of the Dwemer while advancing in rank. What it shouldn't be about is fighting your way through corridors of draugr, getting no clues as to the nature of the mystery, and receiving an unfitting moral about how the superstitious peasantry was right and magic is too dangerous for you to know about.
Similarly, the theives' guild should be about stealing loot while thumbing your nose at the local authorities. Oblivion's thieves' guild was pretty good in this respect. Ideally, it would be something like Thief 2: sprawling non-linear complexes filled with dark corners and valuable loot. I thought Skyrim was going in the right direction with its sewer mafia shakedowns and the Goldenglow burglary. I figured it was leading up to some kind of high-profile, high-stakes heist that would completely reverse the fortunes of the guild and put us back on the map. Instead
I had to crawl through another hallway full of undead to meet with a daedra about reversing the fortune of the guild.
The improved gameplay and scenery probably makes it a better game than Oblivion, but they repeated the same exact mistakes that they made there (gimping magic, no skill checks for factions, none of the factions relate to each other or the main quest...)
We were really limited in Morrowind because the player could recall or levitate out of many situations and break them. There was a lot of good gameplay and level design work that we just couldn’t do and now we can
I think about this every time the game locks me in a room to fight some draugr. They cut out some great, unique, and interesting spells just so they could make their enemy encounters like those in every other dungeon crawl.