Main quest - Information on Alduin. I know theres loads floating about in the Imperial Library, but there isn't really much in game other than books which don't give us much detail anyway. Surely Esbern and the Greybeards/Paarthunax could have explained him to us more - questions like why is he the world eater, and where does he go when we're not fighting him? What was he doing in Sovngarde? Simplified answers would do. I'd also like more Thalmor involvement after Alduin's Wall other than the World Encounter - we should have been able to get some answers from the Thalmor agent at the Greybeard's peace treaty.
Companions - Information on the Silver Hand. I understand that because of radiant story, they shared the bandit bases and it would be difficult to phase the dungeons in a way just for the Companions quests - but surely we could have got some (not bandit) dialogue when we have to kill one of the Silver Hand leaders? Or atleast in the place where you see Farkas transform for the first time. The character just accepts the fact they are hunting down the Companions due to their lycanthropy, and is more than happy to slaughter them. The fact they had the fragments of Wuuthrad was interesting - I thought that maybe they were getting Wuuthrad as they are trying to make themselves into a more purer form of the Companions. But we get no information at all.
College of Winterhold - I'd add all side quests as part of the begining of the main questline so it would seem as if you've worked for the title of Arch-mage through doing mage-y things aswell as dungeon crawling rather than just dungeon crawling. I'm fine with the Eye of Magnus being mysterious as I'd imagine it will be referenced in future, however I have a feeling the Augur of Dunlain won't - so I'd have you know who he was before the mages tell you to go see him like he's the janitor. Also, after the Thalmor agent's death I'd have you discover some Thalmor documents on his body, even if they were in an uncrackable code.
Thieves Guild - Thought this questline was pretty good actually, although I would like to find some explanation of Mercer's plan somewhere. Maybe it's just me being stupid, but I don't see why he was buying out the companies under Maven's protection.
Dark Brotherhood - Add the side quests as part of the main quest - but make it so you can complete a bonus for all of them. This was why I loved Oblivion's DB so much, but felt something lacking in Skyrim. The main questline itself - while the use of a decoy felt realistic, I thought it was strange Commander Maro would go through that much trouble and then let the Emperor sail in on the least secured boat ever. (I know Bethesda had to make it so people can sneak in undected, but where was the guard stationed at his door? I'd imagine that crew got executed, or at the very least imprisoned for life). Maro saw your face, so wouldn't he make sure that they found your body before they gave the Emperor the green light to sail in?
Don't have any problems with any other quests. Your thoughts?