The Elder Scrolls definitely provides one of the deeper RPG console experiences out there in terms of customizable attributes for characters and their possessions. But I wonder if it's possible to go too far? Obviously, the team at Bethesda has managed to strike a solid balance of depth and ease of use, but where's the line that they draw and how do they know? Should we be able to build weapons from separate pieces a la Dead Rising 2, each with its own stat, and should we be able to do some kind of stat tweaking a la Fallout 3?
Like Todd said in the interviews, and in an interview with Ken Levine, RPG elements are popping up everywhere because they're "sticky" and promote investment in a game. Should this trend be scaled back, even within Skyrim, or is RPG the future of gaming, as Cliffy B seems to think?
The problem is that the limit is going to be different for different people. There is a market for games which are 'classic' RPG, stat heavy with masses of equipment and character customisation. This market has shrunk (or failed to expand with the increased cost of developing RPGs), but it's still there. Similarly there's the market for 'RPG lite' games, where the emphasis is more on combat mechanics, real-time player skill, plot and immersion.
There is a very large overlap between the two markets.
The further a developer moves toward either extreme, the more of the combined audience they're going to lose. Trying to find the ideal position, where they appeal to the largest audience, is the holy grail of RPG developers.
The point where there is 'too much' RPG for the most stat/micro-management loving players is going to be way out there. The point at which it's only commercially viable doing a top-down isometric game with simple graphics will be a lot closer.