I'll repost what I've been reposting:
Okay, listen, people are decrying the loss of attributes without really thinking about what the attributes did. Here's what they affected:
Strength: Encumbrance, melee combat damage, and some health/fatigue influence.
Agility: Balance, ranged combat damage, and some health/fatigue influence
Endurance: Starting fatigue, health gain on level up.
Intelligence: Total magicka.
Willpower: Magicka regeneration and some fatigue influence.
Speed: Movement speed.
Personality: Character reactions to you.
Luck: In theory, a little bit of everything. In practice, a waste of an attribute increase.
That's it. Nothing more deep or complex, and nothing that cannot be functionally replaced.. The fact that you choose whether to increase health, magicka, or fatigue on level up renders that aspect of them completely redundant. Combat damage is governed by skill level and perks. Magicka and fatigue regeneration are very likely determined by perks as well, or by skill synergies. Movement speed and encumbrance are more difficult to pin down, but we have no reason to believe that they will not differ from one character to another.
So, yeah, the way a character is defined will be no less complex than it was in the past, perhaps more so actually. Regardless of where you stand on the issue, the fact remains that with perks character variety will become much greater, not lessened, because progressing up a perk tree requires focus and specialization, and you're limited to 50 of them, plus whatever racial or quest reward ones you get. (I imagine you start at "level zero" and level up at the end of the intro so you can pick your level one perk). Anyways, the system is still there, it's simply been turned on its head. All of those characteristics I listed are now determined by other things. Essentially, character building is now top-down rather than bottom-up. You define your character as you play, not at the outset. That's really it.