Because it's been confirmed that it is no longer a skill? :shrug:
[edit] unless you are complaining that it should still be a standalone skill, but I didn't think that that's what we were talking about. I thought the topic was that H2H is still in the game even though it's not a skill.
Well topic is names as
three dots at end allow various discussion I believe, as separate skill H2H looks much better then as merged more details and features can be added, while as part of different skill it reduce variability of perks thats better suit for such skill since there is limited number of perks for each skill tree 15 perks per skill in medium and there can be skills with less or more perks as well this value include all perk upgrades per skill also, if H2H still in game which skill will cover it?
Oh well I can see heavy and light armors merged into one skill (but not the armors types just like sword and maces in one category of one-hand weapon skill but have different properties what greatly change gameplay) when perks describe difference between them even medium armor can be done in such cases, but all who wear armor will have increased protection with skill while how well he move sneak cast and fight is depend on perks from specialization, thats logical like Warrior thats trained armor skill and invest into light armor perk tree will move and sneak with less penalty but when equip heavy will not have such ridiculous penalty to protection instead he will feel uncomfortable in wearing it movement and attack speed will be reduced, sneak will have great penalty fatigue usage for actions will be increased, in such cases there also as part of Martial Art skill will be unarmored damage resistance and acrobatics, Martial Art skill will train from successfully avoided damage form received damage and from inflicted damage to enemy, at leveling player will decide by self how distribute perk points thats come from Martial Art combat experience, to withstand more damage by resisting it and taking part of it into Fatigue or by dodging it with acrobatics thats also use fatigue, or move faster in combat next time to increase distance and use different weapon or magic with less fatigue usage on such actions.
From such skill all specializations will take advantages so as well as all hybrid character classes
For Warriors if damage resistance will work in synergy with armors as bonus, decreased movement penalty from wearing armors due to bonus from athletic speed bonus and reduced usage of fatigue when sprinting give more stamina for next attacks as well can allow do battering bashes with sprint+shield bash and forward devastating attacks from longer distance, allow more economical fatigue usage for sprinting with less invest into fatigue and more into health so as well help reach ranged target in shorter time, allow stay armed and protected even if armors are broken and weapon is disarmed, exhaust enemy stamina so he will less capable for longer fights, armored gloves and boots enhance Martial Arts damage and increase damage reduction during block without weapon or shield, do you always curios why such spiked daedric or bear gloves does not provide of any effect on H2H or steel gauntlets?
For Rogues if cumbersome armors decrease maneuverability with ranged weapon but be completely without armors is too dangerous, penalty to speed can be decreased form fatigue usage reduction as well allow more shots be shoot at one time and use more more powerful bows more frequently (I think different bows can use different amount of fatigues per shoot to model long bows and short bows) and stay in target mode longer time without large investment into fatigue, allow use Martial Arts movements to take tactical advantage over enemy in combat by dodging, sprinting and jumping, allow do disarm enemy from their weapons and shields, allow make acrobatics combat with using of strikes in jump, allow kick in combat as replace of shield bash (so no need train Block or have cumbersome shield when you prefer fast combat) and be used as forward attack, allow exhaust fatigue of enemy so he will slower in your pursuit or strikes in combat, Martial Arts allow do critical strikes from stealth even if you dont have weapons (neck snaps and strangulation work well here) or help in fast disarm in synergy with pickpocket in realtime.
For Mages if cumbersome armors limit your magic effectiveness and disturb your concentration since you don't have special Battlemage training form beginning, you will use clothes what not provide protection until will enchanted greatly, you dont need do hand to hand damage for rising such skill just receive (like armors or block skills) or successfully dodge incoming strikes, since mages invest most of they levelups into Magicka and health reduced fatigue usage from Martial Arts help a lot for them, as well allow run from danger if Magicka is out or there is now haste spell, damage reduction bonus help also since clothes cannot protect much as well there will be less concentration fails if mage will be disturbed during cast or while channel or charge spell, hand to hand movements can also work with touch spells effectively increasing their effect by adding Martial Arts movements effects to spell effect how about paralyze enemy with strike and slowly burn it with fire with one strike?