When I heard 'class perks' I was instantly opposed "that's too DnD" and hearing many of your (scattered) suggestions I thought you (Sphagne) should be tarred and feathered. But after thoroughly reviewing your posts in your linked threads (I've scanned them several times, but only now been able to read them properly) I think your system is superior to previous TES games. However, I still would do some things differently.
For one, I always custom class, even if I'm making a class similar to a pre-made class. (there is always 'something' wrong with them even if its just to trade block for armorer. I have hardly even LOOKED at pre-mades since Daggerfall.) And regardless of how you tweak Pre-gen classes for flexibility, I feel this could tie my hands.
Furthermore, perks, IMO, detract from the power of the idea of skills based leveling. If your a master of the skill, it follows that you should be able to achieve abilities
a priori as previous masters have done before you. If you are competent as a swordsman, it follows that you would know to target the head, and it follows that you would know how to swing a sword. Therefore, why would you need to pay a teacher to tell you how to do a head chop? If my mage CAN'T eventually figure out how to raise the dead then how did the first necromancer figure it out. (Mannimarco was killed by the player, how can Mannimarco be THAT much more powerful than I can ever be? Wait, was he the first necy or did he just do it better? *goes back to the lore books*)
Secondly, I am not opposed to area based level scaling. However, I must inform everyone that level based scaling will inevitably force players forward from the 'pretty' noob-section to the scarier leet-section. part of the value of the game is the environment and some may tire of living in one environment as opposed to another.
a perk of oblivion was that you could enjoy any part of the country just as well. albeit, that scaling was inferior to Morrowind's. In Morrowind you just stay away from the deadric shrines and you'll be fine, you could still go anywhere. DF's was of course more in line with OB's scaling.
Another thing to consider about this is that it may add to the replay value of the game. If your forced to leave or get bored with your warrior in the first play, your thief may enjoy the dungeons your warrior didn't have the time to see. I'm on the fence here; I'm just pointing things out.
Also the level of experience that a player gains while hitting a monster with a weapon should be in proportion to the damage dealt
It is imperative that Bethesda implements this concept, or allows room for this in the Construction editor. I cannot overstate my anticipation of this improvement.
I am in support of abolishing the leveling system. A "level" could be present in the form of an arbitrary number based on total skill advances (major/minor skills or whatever system they want). In other words, "your stats determine your level" not "your level determines your stats". This number could be hidden from the player (optional?) to smooth over the immersion. I like Absinthe's idea of HP=100+En (or w/e in place of 100). I might add another variable like say HP=100+N(En) where N could be .75-1.50 depending on character generation 'perks' (similar to DF HP/Lvl slider) or a birth sign.
I am in support of abolishing the HP system. and would like to see MP/fatigue merged. Hp was a gauge of character skills/ endurance/ defence fatigue that old games used to show the 'progress' of a fight. Nowadays we have things like skills, endurance, fatigue and other mechanics (Player skill in more arcade-style games *cough* Oblivion *cough*) to show the state of a fight. namely, I would like to see locational damage be properly implemented now that physics isn't just a class that smart people take in college. People have limbs, a trunk, a skeleton, AND organs: hit-boxes, IMO, aren't enough anymore. Grazing headshots, regardless of power, should only be superficial wounds. Cerebral cortex-shots = Ded.
MP should equate Fatigue. MP was a system to prevent spamming potentially unbalancing spells. It was Role Played as the mental endurance to perform very stressful mental abilities. Fatigue was a system to ... justify sleeping as a game mechanic? Now it is so a fighter cant spam potentially unbalancing fighting techniques (or, based on opinion and more accurately, to show the real world limits of a human being in a stressful situation). Why can my spellsword CAST until he is exhausted and then FIGHT until he is exhausted. Why can my exhausted paladin heal himself of potentially deadly toxins after he barely manages to strangle an assassin that caught him off guard.
Also, I am in support of abolishing the Fed. (oops sry, unrelated)
As for cheating to obtain high level loot from high level areas, this can be prevented, or made into an advantage for the game,
I don't believe that cheating should be considered an issue. Anyone can use the console. I know 10-yr-olds that use the console for god mode. How many mods are there that that add Uber items? If your worried that your going to be pwnd by hackers, take a breath.... its single player... they will only ruin their own experience. (unless they have multi-player in skyrim?) how many people can call themselves fans of TES that don't understand role playing well enough to cripple the part of their mind that recognizes or ignores a blatant exploit. There shouldn't be Morrowind-enchanting-or-alchemy level exploits, but lets not punish the honest folks for the actions of the pirates. That said, I like the "keen senses" idea, as long as not all creatures should have them. High level humans should not have better smelling or hearing than low level humans (tho, better attention to detail makes sense.)
That was supposed to be a quick yes/ no response. LAFF. As soon as I commit to make a response; I commit to write a book, it seems.
Well, while I'm wasting everyone precious "waste-time-speculating-on-a-game-that's-prolly-too-far-developed-to-be-changed-significantly" time I'd like to address Max caps as well. An orc is naturally strong, a breton is not. Does it make since that the highest strength an orc can aspire to is the same as a breton's? of course a breton works harder... That's not really the issue tho let me start again. Does it make sense that I can spend every moment of my life devoted to study and never atrophy? If there was a natural decay to skills and attributes (which should be tied to skills) then there would be a natural limit to how strong a person is. There's only 24 hrs in a day, you can only train so much. At some point skill increases would be so slow, they would be outpaced by decay. Furthermore, your warrior could decide to become a wizard. Why cant a body builder learn to be a cook. Sure he would shrivel (look at Arnold Schwarzenegger the Terminator, then at Arnold the goovanator.) there would be jacks-of-all-trades but no master-of-all-trades. This is only possible if levels are changed, as many people here seem to want, since in Ob skill decreases lead to unlimited leveling. It would probably frustrate many people (especially the less than hardcoe crowd). And it would punish you for taking a casual stroll through the forest. But the role playing and realism could add a lot.