I'm not agreeing or disagreeing, but just a few points that needed to be precised.
Quests & Markers etc.. Dont even get me started.
Morrowind forums were spammed with "Where is the dwemer cube?!!??" and other "where is/do I" questions. In order to appeal to a greater number of customers, the quest markers and the compass were added. The main goal is to make the experience more fluid. The focus changes on the combats more than the searching. And it's been integrated in Skyrim to the point that you actually need them to know what to do because the Quest menu is very vague. Particularily Miscellaneous quests.
Turns out that the loot is scaled to [censored].
Morrowind loot and encounters were scaled too. Skyrim is not very different there : it's still scaled loot + some non-scaled artifacts at precise places of the world like in Morrowind. The real difference is the inclusion of armor in the loot tables. In Morrowind, only weapons would drop on high-end monsters. Armors were available on low/middle-end character ennemies, meaning a difficult access to the high-end armors (glass and ebony).
Turns out you can make the HUD invisible. (what if I wana shoot a bow? I just want the enemy markers, cave/point of interest markers and quest markers off)
If you are playing on console I don't know. Otherwise on PC it's pretty easy :
SkyrimPrefs.ini
[General]bShowFloatingQuestMarkers=0bShowQuestMarkers=0bShowCompass=0
I am prepared to bet that almost all well built sword and board warriors have almost exactly the same perks. Their armour? pretty much the same.
Not at all, particularily this example where some will go the Heavy Armor road, others will use the Light Armor and some will switch after a while. Even if that's not that relevant, the simple fact that you can train any skill means two similar templates won't have the same skills and perks. We are often talking about the simplification of the gameplay in Skyrim, but there it isn't true. You can choose the perks you want from a skill when in previous game, they were imposed.