On my end, I'm pretty happy with it. They're doing things with it that should have been done with Morrowind, NPCs no longer look like horrible alien monstrosities, they seem to be trying (again) to fix the combat, and they're apparently focusing on making the overall game world considerably more dynamic. It definitely doesn't sound like what most fans of the series have been clambering for, but it's pretty much exactly what I'd wanted out of it.
My instinct is 18 skills is bad...but perks could make up for it.
Well, it's only three fewer skills than in Oblivion, and some consolidations certainly make sense (combining Mysticism with the other magic schools works, using an example of something they confirmed in the article, and they could consolidate in some other places like between Speechcraft and Mercantile).
My instinct is that dual-wielding gives them excuse not to give us thrown weapons/spears/crossbows (kind of like archery was their excuse with Oblivion).
Archery wasn't their excuse for spears. Their excuse for spears was that no one used them. Their excuse for crossbows and thrown weapons was archery, but it wasn't just "we have archery so there", it was because they wanted to focus on actually properly developing the archery system. I'm not seeing why dual wielding is equivalent to that in any way.
The article just doesn't go into enough detail about the things I care about. That's just me. I need more information. Item/level scaling? No-fail casting? Mark/Recall/Levitate?
Level scaling's confirmed in the article to some degree and with some of the quests.