I've read all of your posts. Albeit, I have thought that they've pretty much repeated the same things. There's a point to what you are saying about conventions of knowledge, just as there was a point to saying Pluto should remain a planet. Just because there was an audience for that didn't make it correct. Whether it is popular to have a conservative perspective on understanding reality or not, that doesn't mean it matters that much when it comes to the next step.
The removal of Pluto as a planet and Mysticism as a school are not the same thing. Far from it, because Mysticism was not a school of magic that was even close to being disputed as to whether it is actually deserving of its own school. It had its own ground, as I've repeated multiple times, because no one seems to want to dispute me on it even though that is my ENTIRE argument, and removing it was entirely different from the removal of Pluto because Pluto was so radically different from other planets classification wise. Pluto was more like a small moon or asteroid compared to the rest of the planets. And if we use an anology, Mysticism is like a second Mars planet wise. Not the most important, but definitely worth of being called a planet.
First, this is fiction. Second, even within the context of the fiction, many thought they had it wrong about mysticism. It's been 200 years and they could have realized a lot. They were wrong and magic schools don't matter, or mysticism was just a misapplication of another school? maybe mysticism changed after the oblivion gates all closed? maybe they found out how to use other magical sources to power similar spells that worked even better? Or maybe they found out that mysticism actually powers all magic at a more basic metaphysical level. Within the context of the fiction, they could have been wrong in the past games and just still arguing for mysticism's value or uniqueness because it was easier to keep it within their past framework. Especially if you are an expert in mysticism. Oh, academic types... :facepalm:
All I can see here in the reasons you suggested is just poor damage control. There was no reason ever to remove Mysticism, as I've already explained, and the only reason we have come to this point is because of gameplay, which was in turn because of having Mysticism's most useful and awesome spells taken out of it. Teleportation and Absorb, detect (other than life), etc were all either taken out of mysticism and the games altogether or idiotically put into other schools that they did not belong.
Either way, that doesn't matter. The distinctions between the schools may or may not be substantial, but whether they are only physically/scientifically relevant, educationally relevant, societally relevant, or not relevant at all is only important within the context of the fiction. Bethesda writes the fiction. Above heeding their own lore, they value game design. They made the decision to disperse mysticism from a game design standpoint and they will come up with a lore justification for it. Just read Todd Howard's quote about mysticism from the GI article. Todd Howard doesn't care about those Altmer and their insistence on keeping their science consistent with their curriculum, that would be path dependency even if it didn't affect his game design. It served the purposes of improving the game design to remove mysticism and change the lore. Game design wins.
What is improved by the removal of mysticism other than having to get rid of a skill to support some idiotic notion that all of the specializations HAVE to have an even number of skills? Even the repercussions of allowing that to happen won't matter to any character in the long run except pures who only use skills within one specialization. And even then, the difference will be negligible at best. I'm pretty sure that in the long run the extra levels pure mages could have gotten from having one more skill than the other specializations would be made up for by the fact that at that point everyone is significantly powerful and equipped well enough to negate what ever gameplay issue that could make.
so a school of magic doesnt need a magic school of magic, so they took the spells that were in there and moved them to much more sensible areas of study
Obviously theres no such things as mages that just use plain and pure magic, IE, magic that hasn't been geared towards a specific direction like the other schools (destruction, creation, healing, etc), which is precisely what Mysticism was.
I (and, apparently, Bethesda), respectfully disagree.
If you think thats what my argument is then you haven't been reading anything I've been saying. Mysticism has just as much ground to stand on as Destruction or Conjuration does, and removing it has only come about because of stupid decisions to take out all of its spells.
Once they discover how those spells work, then it's no longer a mysticism spell but a spell that fits in one of the other schools.
I've already explained how they work. There may still be some questions yeah, but the fact that all of mysticism's spells have just been the pure manipulation of magic and esoteric material is the best way of explaining how they work.
why do you ask justification for people who dont have your oppinion but not for people who have the same?
Admittedly I wasn't thinking the poll through very well when I did it, and I really just don't feel like editing it.