You are going to have a long wait for anything realy new (if ever).
Bethesdas much vlaunted toolkit is only for game editing - THIS HAS CONSIQUENCES.
The tool developers are still very unsure of what Bethesda has done with the new format.
Bethesda games have got steadily harder to mod new stuff for (after Morrowind Bethessda stopped supporting the new content community because of disapproval from 3dsmax among others, and no doubt because of dissaproval of all the smut that was produced (by me amongst others)).
Only Oblivion is largely catered for by the new content mod creation tools.
Fallout3 needed an instalation override program used, while New Vegas required required not only that but also its own bsa support and startup files and the use of FEnvEdit facegen flag editing for head gear.
Every Skyrim bodyware model has to come in two different geometry forms massivly increasing the work load.
Hair was easy to create (but not to texture) - but not now, I dont like what I see in the nifs.
I fear that the bodyware improvements present in Fallout3 will be absent from Skyrim (you could have various types of facial gear and all sorts of other accessory bodyware stuff, Oblivion was a pain to find body attatchment points for, and Bethesda dont care).
You raise an interesting point Andysaurus. Personally, I don't necessarily think that the modding process itself have become harder, but then again I may not be qualified to speak as I'm not exactly involved in the creation of the tools that gives us the ability to mod (like 3ds max nifscripts, the Nifskope scripts, etc). What I meant was that with the available tools I was able to do most of the things I did with Oblivion and Fallout (never modded for Morrowind so I wouldn't know). Advanced scripting functions and massive gameplay overhaul aside, the bulk of the mods found in the various modding community revolves around retex or mesh modification. I'm just glad we could still do that.
I do agree that there are certain changes that I'm not too fond of either. One of them is the use of object space normal maps (like those used for faces). They're difficult to edit or modify because of their asymetrical color . I also kinda miss material properties on the nif. The ability to apply emmisive colors for glow maps, and material characteristics like glossiness or shine was something I was quite happy with. In terms of mesh modification, the use of a heavy and light body mesh does indeed give additional headaches for those wanting to modify meshes. I tried doing a male body mesh, and by God, I keep getting problems either from morphs or the head (specifically neck area) not aligning properly with the seam of the body as it morphs from light to heavy

Pissed me off. I'm tempted to make a one size fits all body, but that would be the easy way out. Women body mesh I think is a bit easier because as far as I can tell, their neck size don't really change much from light to heavy. It's still an amazing achievement that body replacers were successfully done at all. Kudos for those that succeeded. I just wish I had their skill and patience.
But these are just personal gripes, I'm hoping that as more modders get involved, new knowledge base in modding methods and best practices would also grow. Ultimately it's just a matter of having to adjust.