130 doesn't sound like a lot to me, considering we're going from "the endless game" to "the replayed game". Even at my second replay on FONV, I knew pretty much where every goodie was located - pretty bad for replayability where you'd think your new character should have no previous knowledge. But I also agree that Oblivion felt way to cramped. Elevations and reduced numbers will fix some of this in Skyrim, I'm sure. Also the puzzle aspect will increase their charm, although I'm pretty sure I'm going to hate some of them
So how do you increase replayability of the game with such "few" dungeons? What I have in mind - randomizing:
* Not a fixed world, but a randomized one. There might be 2000 dungeon entrances in the game, but only 130 of them will be "active" for a game. For those "hidden" entrances, not for things that have an actual structure. Or the door at the structure might be covered up and unaccessible, who knows.
* Lots and lots of item placement locations, but only a few of them will be "active" for a game. Doesn't have to be in a dungeon either. No more picking up a powerful artifact where you found it during your last playthrough. Let *all* games be an adventure, not just the first one.
* Hidden and unaccessible areas in dungeons. Why allow us to see *all* content during a single walkthrough (as the game seem oriented towards replays, ref perks)? Mapper has to be updated though
Maybe during pre-exploration a stone blocks a passage that is revealed when you have to do it through a quest?
* Remove the "internet cheat", except maybe from the main quest (at least "how" to solve it should be possible to learn).