My take is that Bethesda don't really care too much about opinions or market research on such an abstract question as "How many skills should a TES game have?" I think they're more likely to think about what sorts of things your character can do, the leveling system, and design a skill set around that - at least, that's the impression one gets from Todd's interviews. They'd care more about opinions and market research on what those skills govern and what they allow your character to do, rather than the raw number of skills.
I cannot believe that; Look what they did with the Fallout series... I remember Todd Howard's explanation for why Fallout 3 had perks every level. I also remember the Perk contest, and the winner they chose out of 17,000 entries (less duplicates).
There are all sorts of people clamoring for 50 viable skills. The problem is that BGS is trying to get a system that is perfect as they can that is incredibly fun before they can go around adding in more skills that may or may not overshadow other skills or get out of hand in resonance with other skills. Adding in 50 viable skills is fine and dandy until you realize what a mistake that can be in relation with each other. It's something that is better in theory than in practice.
I don't see it as a mistake, I've played RPG's that did it, and they were often my favorites.
It's possible but it WILL have all those aspects like all the other tes games did but also, it wouldn't be the RPG YOU were expecting. Frankly I don't know why people have to stress themselves out with such things when no main TES game has every taken away the main aspects that made it the best RPG, why would Skyrim be any different? Adding in some player skill to replace some of the old dicerolls doesn't mean that all the aspects that made TES the RPG it is will magically disappear.
The contention of some about dice-rolls for skills boils down to this... Two players create new PCs the first has base (or even zero) skill at picking locks. The second has maxed lock pick skill.
The first player works as a professional locksmith and finds the minigame trivial. Her PC picks every lock like a pro. Player 2 has a two broken fingers and is playing with splints. He can't get the right clicks to pick locks in the minigame. His PC never picks open any locks.
Why should this be? Why should the 2nd character need player skill to open a lock if they have max lock picking skill, and why should the 1st character get by on the player's skill?
In every RPG besides TES and Hillsfar, (that I've played), the PC that knows nothing of locks cannot pick locks, and the PC that is skilled at lock picking ~doesn't need any help; just choose the lock and they open it
if they can, and do not open it
if they can't.
IMO this applies to all skills and stats. A PC with minimum charisma should be an annoying nuisance to any companions, and leave a bad impression with anyone they speak with. (The consequence of choosing low charisma.)