Well technically you have 10 once you reach lvl 15. After seeing how other people lay out their skills, they have one row for all single target attack (mix and match weapon/class/etc to maximize synergy) while the other row is for AoE. I also made it a habit to inset 1 cc for each (one single target, one aoe)
This , in a lot of cases your effective dungeon vs solo vs pvp build will greatly vary .
It's actually something I'm quite excited about in terms of working out what is best to go in those slots for different situations - you can't just have everything ready to go using 30 keys at all times.
Don't forget, it's not just a hotkey system, the skill leveling is based on what actives you have slotted.
For group play I've already decided that it's best to have any class 'synergy' skill or ultimate hotkeyed because your groupmates can use it to the benefit of the group, sometimes to great effect. For example come level 15 when I can have 2 bars in use, for grouping I will have Soul Shred as one Ultimate, and Consuming Darkness as the other - so when I use them groupmates will be able to activate a synergy.
For solo play, you may be better off with different abilities in your slots. It gives me a lot more to think about than simply having each ability hotkeyed and available at all times, and I like it.
EDIT: Oh also there are some abilities I will switch in, in place of another skill, if I have particular need to do so - the main one for this is soul trap that I will switch into my hotbar when I am getting low on filled soulgems and have some empties to fill. It stays there and gets used until I fill them, then I swap it back out for something else.
Sounds reasonable as long as you have one ability that you will make regular use of with both resource pools then it should be viable, if you do 1:4 however and you plan to stick with that for a while then you should try to spend your attribute points according such as 2 points of magicka for every point of stamina.
For my melee loadout I used 4 class 1 weapon, for my mage with a staff loadout I used 3 class 2 weapon. I think that for ranged, skills are a LOT more useful.
You'd choose your abilities based on their contribution to your build as a whole, not solely based on what resource they use. Such rigid thinking would only limit you.
What class are you playing, what role do you want to fill?
When I got the silver crossbow bolts power from the Fighter's Guild, and saw how impressive it was against Daedra (but pretty much ONLY against Daedra) I would swap it in my hotbar when I knew I would be facing Daedra.... but it consumes SO much stamina, I found myself using my Class abilities more than I would without the Crossbow slotted. So it definitely takes some juggling.
I DO plan to have some means of 'burning' magicka, and of 'burning' stamina.... Bound Armor is a nice power, for example, but AFAIK once you turn it on, it just sits there occupying a slot. Ditto for the pets. There's no way to "burn down" a target with magicka with just those abilities slotted, so I'd need a third class ability that WOULD let me 'burn down' magicka if I needed to. With stamina, there's always the danger of burning through it so fast you cannot block, interrupt, dodge, sprint or whatever... but even so, I would like to have some stamina-burning attack I could use when I HAD to rain down as much damage as fast as possible and damn the cost.
It's going to depend on the situation for me. The first few levels though will be about an even split between class, and weapon.