Right away after getting the game, I finished Azura's quest, and, remarkably, turned Azura's artifact against her. A mortal wizard fundamentally changed the way her star functioned so that it could absorb black souls. This is pretty crazy. It sort of changes the way we have to look at daedric artifacts. You also get to travel inside a soul gem. Which, again, is pretty crazy, and opens up whole new realms of possibility.
Both Molag Bal and Clavicus vile reflect on being somehow trapped or restrained to or from certain areas. For Molag, this was done intentionally by a priest of (iirc) Boethiah. I don't know if anything like this was done in Daggerfall or Arena, but I certainly don't remember any sort of summoning-circle salt-line style techniques being mentioned in MW or OB, meaning that we've just learned of a whole new area of mortal-daedric interactions.
This may just be a bug, but after killing and skinning a certain werewolf for Hircine, I've encountered and killed him three more times. This may be a form of eternal torment for Sindig (the werewolf). This would actually make perfect sense with previous lore, in a Umaril sort of way, but it reveals a really freaky power of Hircine. AFAIK the barriers between Nirn and Oblivion are only really there to prevent actual daedra from invading. Hircine might just be able to dump thousands of werewolves into Nirn.
So what other lore details have you guys noticed from the daedric quests?