In my personal opinion, lockpicking or pickpocket shouldn't have been a skill. Just put them under sneak, hell.
Actually, after some thinking, I think that they should be a skill of it's own, but with improved perks.
When you think about it, picking locks has nothing to do with sneaking (same for pickpocketing - I can confirm that from personal experience, hehe).
I personally think that Light Armor and Heavy Armor skills should be merged into one skill called Armor (would be located in Warrior branch just like Heavy Armor), and fill free spot with Unarmored and give it some Athletics/Acrobatics-like perks.
With that move, we could have 3 old skills return that way!
I do not have much of an issue with the Lockpicking, Speechcraft or Pickpocketing trees. I have a problem that they SHARE PERK POINTS WITH COMBAT SKILLS. If they moved these off to their own separate progression path that don't share perk points that would be fantastic. Further, I think they should add even more non-combat related Perk Trees to this pool for characters. These would be Utility trees and trees specifically aimed at increasing the immersion and ability for players to create a unique character. Also, on a side note I believe CRAFTING in particular should be moved to its own pool and the crafting system should also see the introduction of Spellcrafting with all 3 of the current trees receiving a TREMENDOUS overall and the addition of many more perks to compensate for them moving to their own pool to help players to specialize, rather than pick up the obviously best perks from all 3 trees with minimal investment. What this would mean would be that Light and Heavy Smithing would be separated much better. I see a particular problem with the fact that the only thing that really matters from the Smithing tree is Daedric and Dragon (if you are Light) or really JUST Daedric if you wear Heavy since it provides both the best armor and weapons. Anything up until then is obsolete the moment you are able to craft a higher tier. I would like to see for the crafting tree perks to always give you a benefit and never become obsolete and simply "wasted" pre-req points.
I agree with most of the post, but the bold part is part I agree the most and was actually thinking the same thing few days ago.
If it gets it's own branch, Smith could be divided to 3 skills (Armor Smith, Weapon Smith, Fletching), and could have Alchemy and Enchanting join it (that's 5 skills already).
Also, making jewelry and clothes could also get a skill of it's own, and maybe even cooking.
Still, I doubt that it will ever happen.
Locking isn't bad - I am after the treasure hunter perk - "50% greater chance of finding special treasure"
This is an RPG - only you can decide what is best for your character
Wrong.
Some things are useless no matter how you look at it.