Well presumably if devs do come in here it is the subjects that get brought up a billion times a minute that will really catch their attention, so I think it's good if the most hot-button issues keep coming up in different ways as different people ebb and flow through the forums.
As I said I just want more options, and I'll put my system in here for those who didn't see it:
1) All 'fast-travel' gives you the option to 'live' it ie: watch as you sit there and watch the world go by around you. You can also press a button at any time to 'sleep through the journey' and end up straight there.
2) Types of fast travel are varied and depend on the location you leave from and arrive at, as well as the safety of the travel (chances of being attacked/ambushed), speed of travel and comfort.
3) Fast travel can be done between ports, cities, towns, villages and guilds, each depending on the type of travel to get from one to another.
4) Travel types:
A - Pack-Horse - this can be a variety of animals actually depending on the province (guar/silt-strider/elephant/camel/etc). It is the least safe, chance of being attacked by animals, bandits etc at 10% (depending on route). It is the fastest land-based travel but must follow roads. It is also the cheapest. Pack-horses can be taken from villages, towns and cities. Not very comfortable, sleeping while traveling is not very restorative (25% peaceful sleep in a bed).
B - Chariot - This is the middle-ground for land-based travel. Medium safety, chances being attacked at 5% (depending on route). Medium cost, medium speed, travels between towns and cities. Medium comfort, sleeping is mildly restorative (50% peaceful sleep in a bed).
C - Carriage/Caravan - Slowest, most heavily guarded land-based travel. High safety, chances being attacked at 1% (depending on route), high cost and possibility of riding with other travelers who can be conversed with inside the carriage (could be random npcs or quest-givers, ya never know). Travels between cities only. Sleep is pretty comfortable (75% peaceful sleep in a bed).
D - Ships - As fast as the Pack-Horse but it won't feel like it. Very safe (very slim chance of being attacked by pirates). Other NPCs on board and you get your own little cabin with a bed. Very comfortable at about 90% of peaceful sleep in a bed. Can only go port-to-port and only travels through water (of course). This would be tough to justify in a place that was Summerset Isle or if the entire mainland wasn't open to players. But options are good.
E - Mage Teleport - Presuming the Mage's guild still exists or the two off-shoots still offer this service, teleports will be open to the public, however, they will be very expensive for non-members and members get a hefty discount depending on rank (highest ranks don't pay at all). They teleport from pad-to-pad of course, generally in guildhalls or other important public structures. There is a slim chance, 1% or so that you will be momentarily dumped into a plain of Oblivion and have to fight your way out (more like an ethereal plain rather than Dagon's lava-world from TES4 and very small). Travel time depends on how fast you can load the location you end up at (but is otherwise instantaneous) and the loading is hidden from the player by a 'warp space tunnel' effect. There are of course no restorative effects.
F - Secret Traveling System - Perhaps something like the Propylons or the Ayleid Steps mod which is the most convenient travel system but has to be unlocked via quests and such but adds a wide array travel points, but from ancient and often difficult-to-reach or enemy-inhabited places. You pay nothing and it is instant but you have to really 'earn' that.
G - Mark/Recall - A spell requiring a higher level magic-user and a quest to rediscover how it works (since Tamriel has clearly, erm, 'forgotten' just like with levitation/flying). Again, convenient but has to be earned.
5) All terrestrial travel systems happen in real-time, which means its much like sitting on a bench or (in the ship's case) walking around a building but it happens to be moving. So you can always dismount your horse, jump out of the chariot/carriage or dive overboard from the ship (probably not the best idea though). Jumping from a moving vehicle can be harmful and once you sleep you won't wake up again til the journey's over so if you want to get off half-way you'll have to wait it out. You can also attempt to hijack A-D in one way or another. With a good enough Horsemanship/Equestrian skill you can stop the horse and take it where you like. It will only be a 'crime' if you don't show up to your intended destination after a day's delay. Chariot you can simply kill the driver and take the reins, but if anyone else is on the road the crime will be reported to nearby authorities. Carriage is more complex to hijack as guards will be present and the ship will be the hardest. Presuming there is a whole ship-owning system that is, you should be able to fight your way to the captain and if/when you kill him, the other crew stand down and you are 'the captain' at least until they reach port and one of them rats you out (maybe).
6) All travel types should be able to be seen traveling with or without the player, as well as the trade system that works in tandem with the travel system (merchant caravans/horse couriers/merchants on foot). You should also be able to 'hitch a ride' with any travelers (except people walking of course) at any time along roads, it simply costs more and you are dependent on their destination. But again it works the same way and you can get off any time as long as you don't sleep.
7) You of course will have the choice to buy/own your own mount and/or walk everywhere if you are so inclined.
8) If there is no Oblivion-style insta-travel system then certain other aspects will have to compensate, like how wildlife AI works (ie: more realism/docile/territorial wildlife instead of suicidal/insane wildlife) and quest locations could not require a journey to the other side of the world just to drop off an amulet to someone. Treating the quests more like an MMO where the difficulty of quest also took into account how far you have to travel to get there, is good, but one should never go from one end to the other, unless the starting and ending locations are nearby to the fast-travel points I've detailed above.
Highly complex system, yes, but would make the world feel that much more real, alive and immersive and may be a lot more 'work' for Bethesda, but I hope they really knuckle down and up the ante with this next one instead of just phoning in something because it's a guaranteed hit.