I agree with that. I just dont like people saying practicing somthing is an exploit. It could have been handled better, but it wasn't an exploit.
Absolutely. That's why I included that last bit about using logical incentives and penalties instead of arbitrary restrictions. Like the fact that casting a spell at the targets in the AU doesn't accomplish anything, in spite of the fact that the apprentices do it all the time. That's an arbitrary restriction and shouldn't have been in the game (and it's worth noting that what they've said about Skyrim implies that they're going toward even MORE such arbitrary restrictions, rather than less). The much more logical and pleasing way of doing it would be to have the successful casting of any spell at any time provide some measure of experience, just because it means that the caster got everything right and the spell worked, but have the amount of that experience depend upon the complexity of the spell and the target upon which it was cast. So, for instance, casting Open into thin air grants minimal experience, simply for getting everything right. Casting it on a lock and actually opening the lock provides much more experience, since you not only got the basic mechanics of the spell right, but actually got it to work.
Set up properly, it would all make sense in the game world and would serve the same goal of discouraging grinding and encouraging rewarding gameplay, and without the arbitrary restrictions.
Seems win/win to me.........