It's not possible and won't work for you, or technically?
I'd say one big sandoboxmap has lived its time, and should the next game be made with it (which is more than possible), already gives it a bit stale taste as you can expect it being cramped and inconsistent and lacking variety due to the downscaling and forcing every "isolated" community with their "isolated" problems aa eachothers neighbor - and generally, catering to a TES crowd again where the main focus is on random dungeondiving and little else. Exploration - that you lot seem to so like above everything else - can be done with nodes. In and outside of them. And with nodes you can have a far lager variety almost everything without the map looking like a rainbow, or a mardi gras banner, or a puddle of dog puke after a candysupper. :shrug:
And the point of showing the comparison map (if I am talking about the same map as you) was not to show that "ay, lookee here, 'tis bigger" but to show that using one with correctly sized nodes would create a swell compromise between 1 big sandox and nodes with several smaller sandboxes. That's how I viewed it anyway.
Just to enhance your point, don't KOTOR and Dragon Age use their own version of map nodes, and aren't they better games for it? Essentially Dragon Age is what I have in mind with a map node system.
I was just going to post something similar. It's clear from the F3 & NV forums that the game, especially in replay, appeals to people who like to collect things and customise their safe houses. F3 pandered to this a little with it's house themes but what we really want is the ability to display loot and personalise. I'd like the merchants to carry posters, furniture and the like, I want to be able buy a carpet, point to a place holder in a safe house and see it appear.
I agree with the carry limit idea, a simple scale of little weight = faster movement, high = slower as well as an upper limit would work for me.
Maybe shops could set them up to show the armor they're selling, maybe the owner even takes a few shots at it, just to show you how effective it is. About carry limit, I like the way it currently is, it works fine for me and I see no reason to change it. The only thing that could be done better is to allow you to drop quest items (but still with a warning up front that it's a quest item, possibly with the quest name mentioned, even if you haven't started the quest yet).