I'd have to disagree for the same reason that made Oblivion's level thresholds for skill levels and perks rather silly. At one level below the threshold you aren't even allowed to try to do something that is one point above your skill level (i.e. you will always fail if your skill level is 24 and you try to pick a 'level 25' lock), but once you attain the threshold, you can never fail. Seriously? I thought Morrowind's approach was better. It just looked incredibly stupid.
The skill limit to open locks can be implemented in a more natural way. A way that would not seem out of place in such an environment.
There can be different kind of locks and different methods of locking doors or items, so the fact that you have learned the way to open a type of locks, it would not mean that you can unlock the other type of locks, and you have to acquire at least the basics of the methods that you need in order to be able to start working on those types of locks.
So some types of locks are above your capabilities until you find a teacher who can teach you how to tackle with them, (give you the perk), but the teacher might inform you that those are
way above your class, or they are still above your capabilities, or you still need a bit more finesse, so lets get more experienced with locks before I try to teach you the trick, so come back when you are a bit more experienced.
After a while the teacher might inform you that you are ready to learn the trick and gives you the perk that lets you tackle with those types of locks, but there might be still other types of more complicated methods to lock items, so you have still more milestones ahead of you.
Some types of locks might be extremely resilient to magic and would require high level of lock picking skill in order to learn their distinctive method of lock picking.
I think that those different methods need different types of minigames, so that we know that they are different types of locks.
Edit:
no :swear: way, fallout and oblivion are totally different kinds of games when it comes to that, it would destroy the feeling of a fantasy game to me :shrug:
I don't understand, why the option to talk skillfully about a subject, whenever you are actually skillful in that subject would seem out of place in an elderscrolls game?
This can be implemented in a way that would not seem out of place in about any type of environment, even in a game that is about some cavemen in about 15000 years ago on Earth, so that when you have learned about making fire, then you can talk about that subject, in your own language of course. :shrug: