but to have skills like
axe ,spear , longbalde, shortblade, blunt weapon
equal to
one handed and two handed
is a big gamepalydifference
because you've to decide which weapon you want to use
"One-handed" and "two-handed" is a pretty major assumption to be making based on a single line that doesn't really indicate anything specific of the short. And keep in mind that we're going from Oblivion (where the skills were "Blunt" and "Blade"), not Morrowind, so this isn't a large drop.
THIS! I fail to see how people can't seem to realize the incredible potential of perks in terms of greatly increasing the replay value and depth of the game, ESPECIALLY in comparison to attributes. I honestly believe a lot of people are simply stuck on this fact, but attributes have been such a staple of RPGs for decades.
Not just this, but given the kind of game Bethesda makes (where character movements and actions are controlled directly by the player), a system built more heavily around perks and individual skills does make more sense than one built around skills and attributes. With perks applying to the individual skills, it's far easier for them to design stats that tie into the player's skill while still providing a clear sense of character progression and variety.
EDIT:
Yeah, but perks are derived from increasing a skill. Should you be able to increase a skill to high values simply by doing it more; or should you have certain attributes (such as general Intelligence) in order to understand certain things at their best?
I get the feeling that you're trying to imply that one of those systems is more realistic. I'm not buying it.
Neither system is realistic. A skills/perks-based system could potentially
play better, however, so I'd still go with that. And besides, general intelligence isn't really that strong of a determining factor on one's ability to gain knowledge in a specific area in real life.