Mmm I agree on your points except on the level scaling, the problem lies within what you consider fun.
I prefer a consistent world where I might be killed by high level monsters, and were i wont be killed by monsters
of my level and lower, and if want to kill higher level monsters then i need to level UP killing less treating
baddies, and then i go for the big kill, the idea is getting a reward after you level up, the way your
putting it leveling up does not matters, we might as well not have a leveling system.
Player level1 = monster level1
Player level 50 = monster level 50
Thus: 1=50 making the leveling pointless.
In fallout they used level and inventory caps for the enemies, and so the auto leveling worked,
in Oblivion they did it like my example... i stooped playing oblivion cause of that, quite the
turn off seeing highway bandits sporting better armor than me, and getting killed by faking
goblins was no fun either, i remember leveling up to raid a dungeon that had 7 goblins,
after leveling up three levels i went back to find not just that the goblins were far more
powerful, but also the double of em... i though i might had miss counted... so i leveled
up two more levels, and then i found skeletons were sent to aid the dam goblins,
and to top it all my reward was a god forsaken chest with 100 coins and some useless
armor junk far less impressive than the ones the highway bandits had at that point....
That is why people HATE the level scaling.
I rest my case.
I haven't read the full article just some scans, so I can't really say anything about a lot of stuff but I will comment on the stuff I have seen.
Radiant story: interesting concept and increases the amount of quests while hopefully making them a bit less repetitive than Daggerfall (which I haven't played but what iv'e read had about six quests it repeated endlessly) and providing incentive to explore more dungeons. Oblivion had dozens of dungeons you had no actual reason to go into and thus most likely never got to see. And with the promised increase in dungeon variation this seems quite promising.
Level scaling: I have no idea why people hate this as much as they do. It's a simple anti-frustration feature. You won't get killed by high-level monsters while exploring when you're low-level, you won't get bored and annoyed by low-level monsters when exploring when you're high-level. Dungeons and quests will always be challenging and thus satisfying provided you have the difficulty at a level good for you.
UI: It does seem a bit cumbersome but I cant really say without seeing it in action.
Combat: Again, have to see it in action but having to have a hand empty to cast magic is actually pretty logical, shield-bash is always good, nice to see that some actual reaction times probably are necessary to fight instead of Morrowinds hit the attack button and pray to the random number god.
Dragons&Dragon killing: Awesome of course.
Graphics: Good, but art-direction is always more important than the amount of polygons and texture detail. And seriously the graphics only have to be good enough to provide an immersive backdrop to the gameplay.