It was poorly implemented, though. There was rarely ever a practical reason to jump around much, and falling had far too little to do with it (it actually has the same problem Smithing has now; it's utility is far too low, that the only good way to level it is to explicitly grind it). The skill, as it was in Morrowind and Oblivion, is better off gone. Could something else have been added to take its place that's better designed? Probably, but that doesn't mean a poorly-done skill shouldn't be removed.
As someone who's played a Khajiit Acrobat since
Arena I have to disagree on all counts here. A true acrobat doesn't need to Grind the skill - They level it up normally over the course of the game because there's no drop too far, nor obstacle too high for them to get over. You're not a die-hard acrobat-player, so you wouldn't understand, just as you apparently don't understand the appeal of Spell-making either.
I
loved acrobatics in Arena, Daggerfall, Morrowind, and Oblivion - The moment I fell in love with the series was in the starter dungeon of Arena - I vaulted over a massive chasm, stabbing a pair of goblins in the face. In Daggerfall, the cities are a lot more fun to cross by vaulting from building to building, or across the gaps between underground fortresses and towers - Yes, there are usually other ways to get around them, but it's faster and more fun to simply vault.
I only rarely used Levitation in Morrowind - I could jump anywhere I needed to go. Furthermore, the less I wore and carried, the further I could jump.
And the Khajiit don't have underwear!Oblivion captured acrobatics in a way I hadn't experienced since Daggerfall - I was jumping, flipping, and rolling all over the place - enemies couldn't hit me! The dungeons in Oblivion, while sometimes repetitious, were also quite acrobat-friendly, with gaps I could clear with jumps, or places "normal" characters couldn't jump to, that I could. If acrobatics was as poorly implemented as people seem to think it was, why do all my characters have it as a main skill?
Alchemy and enchanting serve practical purposes, to get potions and enchantments you could use (eg, to apply that Fortify Archery effect to your Glass Gauntlets instead of these Hide Bracers you found, or to have more needed restore potions than you could otherwise get). The only practical use for spell making is to make stronger spells than what the game provides for at higher levels, and given how powerful magic already was at high levels, it was little more than a built-in exploit.
Spell-crafting has a practical purpose as well - tweaking the abilities of spells to fit your liking. Again, Merari can elaborate a lot more on this - I wish I remembered his post outlining a lot of the possibilities.
Dual-wielding spells offers similar opportunities. The only problem here is the lack of spell effects, and how poorly spell usefulness scales with level, but that's not a fault of spell-making being removed.
Actually, it is a problem with spell-making being removed. The only "broken" spells created at the spell-making altar were those that exploited glitches in the spellcasting system.
The second part is a good answer to the first. With the armor designs, it's often difficult to tell where the body piece ends and the leg piece begins. How do you know that "skirt" wasn't actually an elongated undershirt? And even if not, it would make sense from a design standpoint to be attached to the bottom of the body piece and hang down over the legs, rather than the top of the leg piece.
Because that's just stupid design - If I want something to cover my legs, I'll put on pants or a skirt/kilt. Having the entire weight of a suit of armor rest on the shoulders is also bad armor design. Because the waist needs to be flexible, there's ALWAYS a good "Breaking point" around the belt. And if a shirt goes down to the knee all around the body, you're a girl wearing a dress.
And much enchanting abuse was had by all. Well, except mages who could probably actually have use of those enchantments. A lot of robes, even in previous games, were both part of the body and legs, which would cut an enchantment slot. Then consider they also wouldn't use pauldrons, losing another enchantment slot or two. So it mainly serves to give more enchantment capabilities to fighter types (who don't need them) than the mage types (that could benefit).
You got it backward here - Mages aren't the ones that need enchantments as much as fighters do. They get spells for the much-needed arcane thump. Warriors are the ones who need enchantments - it's been this way since
Arena, where Mages didn't get
any armor (Or clothes, everyone had a basic, unchangable outfit under their armor in that game)), and only Heavy Armor could be enchanted. A mage has a spell for every occassion. A Warrior needs enchantments to give him the flexibility needed in higher levels. Only the gimping of magic and the removal of spellmaking made the Warrior/Mage growth fall on its head.