Yes, and that's my point. You can't criticize someone for failing who hasn't tried. But if someone tries and fails miserably, it can look ridiculous. In this case, NPCs from both games were pretty lifeless, but through Oblivion's own blunders, it seems more lifeless just because it tried and somehow managed to have the opposite effect of what it was attempting. I'm not saying Morrowind did NPCs well, the only reason there is to compare is to emphasize how BAD Oblivion's NPCs were.
I never had a problem with magic-only characters in Morrowind, and your summons will attack a foe that you strike, so you don't have to wait to be hit first. And that's more a problem of age. Morrowind is dated. I think, like many others in this thread, you feel I'm intending to compare Morrowind to Oblivion, though I'm not.
Again I believe you've misunderstood my intentions entirely. I'm not comparing Morrowind to Oblivion, I'm comparing both games to what Skyrim should be. Because of the standard Morrowind vs. Oblivion arguments, I can completely understood why people are jumping to that conclusion, and I thank you for not being a mindless [censored] about it like many of the others who have come here and clearly not read anything I've posted. You're the kind of person I like to debate with in a thread because, while you might not entirely agree with me, at least you show signs of intelligent, so, really, thank you. But again, there's no Morrowind to compare to here. In this point, I was actually just letting Oblivion defeat itself without anything to compare it to. I think the power attacks for a dagger should have different effects than the power attacks for a hammer. I don't understand why any weapon would paralyze; that was kind of a stupid idea, but, for more than variety and distinction, different types of weapons should have different types of power attacks simply because a dagger does not serve the same purpose in combat as a hammer, etc... Anyone familiar with weapon use, or any weapon enthusiasts would cringe at the sight of the horrible, HORRIBLE implementation of all weapons in Oblivion. I prefer the always hit combat style of Oblivion, but for every step that Oblivion took forward in the combat system, it took 3 steps back. I understand a dagger and a sword disarming an opponent, and I understand a hammer sending an opponent through the air, but I don't understand a dagger sending an opponent through the air (talking about power attack+backwards effect granted by lvl 75). A little creativity would have helped there, and it wouldn't have been a difficult feat.
Since in another thread I've just vowed in the spirit of the holiday to not say something bad about Morrowind, I can't address some of your arguments, however I can address the subject of the other points.
You may not have intended to compare, but I think it's the subtle ques that hit people, for example your title, or what you say in your first paragraph:
"If The Elder Scrolls makes it to TES VI, as we all hope it will, if the developers actually read feedback maybe they can gather up the effort to make another game as good as Daggerfall and Morrowind (Arena's good for it's time, but it didn't age well).". It's not grievances with past TES games, it's specifically OB, this might be because it's the latest addition which is understandable, but as you know, people here are used to MO/OB so they immediately go on the defense. A lot of people who usually on the attack in MO/OB arguments are also attracted to threads where OB is being critiqued, to see if they can get a stab or kick in while it's lying down, so people aren't necessarily defensive of you, but because they know what's coming.
I like your suggestion with for the weapon power attacks, I think the idea of power attacks were a great addition, although I wished they were a little more reliable as a tactic, so maybe the chance should be raised a little. I don't understand why a hammer can paralyze either, or a dagger sending a character flying back, those are valid arguments. A dagger/sword in regards to paralyze though, I can see what they were going for, the whole acupuncture thing where you trigger nerves which ends up paralyzing.
Yes, I understand that, and I am the same way, so when I have a character in combat, not doing the main quest, etc... and I'm just terrorizing some villagers or something, running into an opponent that I can't kill is very annoying and completely eliminates the immersion of the game. I can stab someone 5,000 times and they're still gonna get back up, it's kind of stupid. It wasn't like in Morrowind you didn't know when you killed someone vital to the main quest. It would display a pretty obvious message when you've done so and suggest that you reload a game. I mean, if you're going on an NPC killing spree, you would save the game first anyway if you're not [censored].
The invincible NPC's didn't bother me as much, although I can see the point about it being unimmersive, and as I've said in a thread specifically about that, making them either unkillable to other NPC's or making them killable to everybody but well guarded, could be another solution. The problem with it in morrowind was that you didn't know who you could kill without destroying something.
Actually, another thing I'd like to see from Fallout is a hardcoe mode which effects parameters of the game to completely change the play style. I REALLY like that feature in New Vegas. Such subtle changes that effect the game so deeply. No reason not to keep that one around, especially since it's totally optional.
As long as it's optional, no one can legitimately complain. I actually want them to in addition to the difficulty slider, also have a regular difficulty setting, so that the difficulty slider manages enemy difficulty, while the difficulty setting manages feature availability, like starting out with a map/compass or having to buy each, as well as fast travel.
Another big thing I'd like to see is the return of Daggerfall's advantages/disadvantages idea. Not necessarily in character creation but in any aspect where it applies. I'm talking about adding disadvantages making something more accessible or efficient. For example, an enchantment that does some REALLY powerful stuff, but also does something negative to the user to balance it out. Or a spell that does something really powerful, but maybe drains some of your life, etc...
Totally agree, advantage/disadvantage needs to return, it was such a good tool to make your characters unique.