I'll take a crack at the "big 3" arguments. Mostly because I think it's too soon to say whether the removal of attributes will ultimately be good or bad--we don't have all the information necessary to make that call.
#1 Argument from redundancy: We don't need attributes because the effects are redundant.
They are not redundant when you implement them in a meaningful way. Also, redundancy is not necessarily a bad thing when it increases complexity. And a complex system is what we want.
I agree with this one. I think what requires clarification (which you touched on in an earlier point): in Oblivion, if you used your Blade skill regularly, you could get good Strength bonuses every level. Once you had high strength, you could pick up a blunt weapon, and even though your Blunt skill was low, your damage would still be decent. However, I'm not convinced the Perk system necessitates losing such complexity.
#2 Argument from effects: The effects are still there!
The argument is not that effects have been removed, but that they are not portrayed in a realistisc and complex manner. Also it is argued that a skill tree (perks) can not replace attributes satisfactory.
Here is where I will disagree in a major way. Todd is throwing numbers like 200-some-odd Perks. I seriously doubt that every one of these Perks will be unique, specialized snowflakes. There's bound to be 'generic' perks--say, for instance, an overall "brute strength" perk that increases damage with all weapons. In this case, you might be faced with a decision at level up to, say, choose between a "brute strength" perk to increase your overall weapon damage by 5%, or a "finesse" perk to increase your damage with short blades by 10%. To me, this is a more meaningful choice than "I increase Strength by 5." You have to choose yourself whether you'll focus on improving your character in a way that increases general performance, or greatly increases performance in a specific area.
I'm not saying this is what's going to be in the game; I'm just proposing that neither side can argue with the assumption that perks will be "better than" or "worse than" just because they've removed attributes. Hell, I reckon the attributes will even still be there, but will be hidden and only used so NPCs know when to compliment you on your bulging muscles and/or intellect.
As for realism, I never really found statistics like Strength, Speed, and Intelligence to be particularly realistic. Fast-twitch and slow-twitched muscles mean that you could have two people with roughly equivalent "strength," one of whom can carry larger loads, and the other of whom can hit harder. Sprinting speed and running speed are distinct, but in both Oblivion and Morrowind you could only either walk or run (or sneak, I suppose). How is my ability to recover from a heavy blow (Agility, in the sense of being nimble) related to my ability to fire a well-aimed arrow 100 yards (Agility, in the sense of dexterity)? If realism is the goal, we'd either require double or triple the attributes, or...Perks that can handle all of these abilities individually.
Your posts seem to assume that Perks will be locked to Skills and serve super-specialized functions. I posit that we might have generalist Perks--like a Perk that only requires X amount of any magic Skills and increases your Magicka regeneration rate, or the aforementioned general damage increase Perk. I haven't read any statements that contradict the idea of generalist Perks, though if they're there, kindly point me their way.
#3 Argument from previous systems: In Morrowind/Oblivion attributes were this or that, thus they should go.
We don't want the old system back.
Wish granted. (Sorry, I couldn't resist. I agree, that argument doesn't really hold water.)
I'm posting this more as a mental exercise than an attempt to change your mind. I'm certainly used to games with attributes, and the first RPGs I think of that lacked attributes (Fables 2 & 3) were abysmal, in my opinion. I think what rubs most of the posters in this thread the wrong way is the rejection of a different approach out-of-hand, before we've even seen exactly what Bethesda is putting on the table.