Full title would be something more like
Could we have a consistent approach to magic, a logical aproach to the extremes of inhuman physical ability, and materials that act like materials rather than pure gameplay assets. Examples of these would be:
Paralyse has always been an illusion skill, but in skyrim it was changed to alteration. I can see why alteration could stop a person from moving, but parlysis is really a loss of function with the nerves, and so would be something to do with the mind, and therefore firmly illusion. Perhaps Alteration would have a spell that stops movement through other means, such as petrification or body hugging force fields.
How come a person with super strength can't jump really high, since their strength would apply to their legs?
Glass is a material that is supposed to be very light, shock absorbent, hard to work with, milky green with translucency, near indistructible, and related to ebony. (It is not the same material as actual glass. In the same way that 'Ebony' Is not wood, and nor are (porm joke that would've got me banned). They're called Glass/Ebony because they have some similarity.) (I'm also ignoring that 'malachite' gibberish that was included in skyrim. It wasn't clever) Anyhow. If Glass the material has these properties, then should a glass sword be different from another sword of a different material? The glass sword will be lighter, it's hardness will make it cut more and bend more, so It's going to cut through flesh much more easily, but probably will do worse against armour. It's lightness will mean it will move a lot faster and the player will have more control over it, But the lack of weight behind it will mean that weapon won't amplify the player's strength.
(glass is probably one of the wierdest metals for weapons. Stuff like elven metal, orcish metal, adamantine and so on probably won't be so deviant from steel) Well, The specific physics of material affecting a weapons play might be too difficult to develop, but at least get the weight right.
What would also be very, very cool, is if the developers assigned a few more properties to materials. For example, If you were to find an ancient sword, what colour of rust would it have? How hot do you need a forge to craft with this magical material. Is it magnetic, conductive, pretty in pyrotechnics, good for holding souls, great at harming those resistant to normal weapons, an absolute bane to minotaurs, likely to ignore a reflect spell, gives off a smell that attracts bees of some sort?
Anyhow. Another example of materials is it's chemical properties (because absolutely anything can be used in alchemy) It'd be nice to see some.. Special combinations of items. I like the four propertys of ingredients, but perhaps we could have things like some combinations being more powerful than others, or one effect of the ingredient being much better when refined with a specific academical device. Or maybe one ingredient actualy reduces an effect from a potion (to get that 'damage health' out of your levitate potion.
But, Also, I think we need to define what a potion/enchantment can and cannot do. Skyrim's potions for instance were a lot more 'gamey'. Stuff like '20% more damage with one handed weapons' or '20% less cost for destruction spells' are, apart from being a balancing nightmare, real nonsense. Like a potion that would improve your strength would make sense, but a potion that would make the weapons you are holding(all types, but only if they're one handed and not if they're two handed, and fists/gauntlets don't count either) more damaging temporarily doesn't. The restrictions are utterly arbitrary. (Something you'd coat the weapon in like an oil would, but that's not how it worked)
Anyhow. I think we should really get some kind of solid foundation to work things into. Tes is a RPG series. Mechanics should be fun, but they should never feel gamey. We shouldn't really get things like spells being moved around so that magic paths have similar numbers of spells, superficial attributes. Huge gaps and contradictions. Those odd manifestations of gameyness like skyrim's bioshock hands or bloody PERK TREES. The technology is there and we've been out of sprite lands for years.
We should be thinking of things like 'are there physical signs that someone has run out of magic'. What would having a high speed stat do, and in a world where things can go super fast, should we have some kind slight of passive, mostly unnoticeable time slow down to keep up (Think Adrenalin). I was playing Nosgoth a few months back, and one of the vampires had an ability where they'd dodge arrows with super speed. They wouldn't run faster, they'd stand in the same place (with a little sidestepping, but the main thing is that you can move around whilst this is going on) and turn their bodies away from the arrows. That's one logical thing that could come out of a world with higher physiological limits and magic.