I'm sure some of it can be found, but here's a few of the ones not elaborated on:
Color filters, here's two shots of a dungeon:
Just laziness.
NPCs, well, here's probably the quickest way to put it. Here is the UESP link for the entire listing of NPCs for Morrowind and Skyrim, respectively.
http://www.uesp.net/wiki/Morrowind:Peoplehttp://www.uesp.net/wiki/Skyrim:PeopleDo click around some of the subcategories on that Morrowind page, and remember that wholly dozens of them are merchants, do spellcrafting, are blacksmiths, etcetera. There's also a
services page if you want to view them that way. A few clicks around the services page and it'll pretty much describe what I mean by 'useless' too. But don't worry, they're all marked 'essential' to boot in Skryim, otherwise you might possibly be unable to complete a quest!
All so you can, well, have unique access to improved weapons and armour through map objects, that although many NPCs look like they're using, do not actually do anything with them. Most egregious is probably the enchanter in the Mages Guild, who despite having a business and giving dynamic delivery missions, will refuse flatly to actually do any enchanting.
The quests that use gameplay elements things, well.. at the bare minimum, can we have a quest to steal something that could actually result in a crime? Other than the initial quest when they ask you to reverse pickpocket a zero-difficulty target, they don't ever ask you to do any crimes. The Mages guild questline requires you to cast one spell. The fighter's guild questline gives you indestructable companions for almost all parts of it. The quests to kill people have the targets alone or have attacks on them not result in assault charges.. and their guards usually attack first. If we're supposed to have these features, why are they so absent from quests?
Realistic sized weaponry is not anything special for Skyrim, and almost invalid to complain about. Basically all fantasy games use ridiculously oversized weapons and armour, even if they are fairly restrained for the industry.
Do you have links for the no-dragons mod or a 'cities use external cells' mod? I would also be interested in the no superpowers mod, as the game falls pretty much in the vampires are cool and werewolves get free powers camp. I also doubt there's a mod that'll make build decisions matter, as the first step for that would be removing shouts, as they break the game all by themselves, and there's a lot of times you are but thou must'ed into using them, hence requiring a lot of fancy cleanup work.
Some of the lore complaints are minor, but there's a number that stand out. The werewolves, for instance, are literally stealing power from the god of the wild at an altar under an ancient forge in a major city. There are no repercussions to this action. There are probably some mods that help out, but with the script being entirely voice-acted, and with quest functionality being dependant on so many seperate things, (NPC conversational triggers, NPC location triggers, animation triggers, quest stages, etcetera,) the problems are not easy to solve, and very easy to mess things up further. Plus there's well, plenty more examples other than that one.