Yes, I know that I'm jumping the gun here talking about the the sixth Elder Scrolls, but I think what I have to say is still relevant in light of the Game Informer issue.
Now, obviously we all know that skills have been trimmed down to 18 from the 21 we had in Oblivion (Im missing my favorite magical skill already
) and given how the systems are being revamped and perks being present, this is more or less made up for in my mind, at least for now. However, I think as far as ESVI goes, Beth should not continue with the trend of trimming down (dumbing down) the skill set. I would much prefer to see the skill set expanded on within the framework of the new system, assuming that the system is near-perfect, as after all it has taken Beth (or perhaps is still taking) pretty much the entirety of the series to figure out what skill set works initially with which game system. So, as I said, the solution for Beth is that, if Skyrim's gameplay and skill set is the system we should maintain, they both should be expanded rather than regressed.
Rather than consolidating more skills into one overall skill, expand them into to separate skills (having a plain Blade skill made more sense then "one-handed" weapons), which under Skyrim's supposed system would not be a bad thing, if implemented right. Split sword type weapons into the three skills they were in Morrowind, split axes into one handed and two handed variants, blunts in the same way, and so on with all other weapon types (short bows vs long bows vs crossbows, fist fighting vs full body fighting, etc)
The same can be said about the magical skills. By all means consolidate spells to where they make the most sense, but bring back Mysticism and put the spells that were most appropiate to it, and virtually no where else, under it. Spells like teleportation (mark/recalll, intervention) telekinesis, reflect, absorb, and soul trap all belong best under a mysticism school. And rather than hiding behind a shield called "oh thats redundant" expand on the skill and introduce new spells to it. Time dilation, mind control (can be argued over. Its either it goes here or illusion gets revamped, as it doesn't make much sense to me to have it under illusion, given the other sorts of spells there), short distance teleportation are all kinds of spells that could be introduced to mysticism to make it more useful.
Stealth skills are more of an issue, however, as the stealth specialization isn't truly a specialization revolving around stealth so much as it is the specialization made when all the other skills got sorted. Archery, sneak, security, light armor, etc can all be appropiately put under a stealth blanket without much issue, but skills like hand to hand, speechcraft/mercantile, and acrobatics belong in a different specialization, which given the unrelatedness of the other two specializations, should be a new one, which for the sake of argument I will call the "Worldy Skills" specialization, which would also cover various other skills that would be great to introduce after getting basic gameplay perfected (as seems the case with Skyrim. But given Beth's history with ES, that may not be true) such as real smithing, crafting, construction, fishing, farming, etc etc. Basically skills that anyone who isn't going to be involved heavily with combat would put to use. Why this hasn't happened already in past games is rather surprising given the fact they are games that are billed as ones where you can do anything and be anyone, despite the fact that the games are largely focused purely around combat and doing quests.
Now, obviously some will think that having this many skills and specializations may be redundant, especially in the case of weapons and magic schools, and this is a given. However, given Skyrim's leveling system (basic gameplay, which we are largely ignorant of as of now (even with the Game Informer info, we don't know precisely how it will handle), would ultimately be the deciding factor), having this only serves to not only make the game more realistic but also allows for greater diversification between characters. Rather than going back to class gameplay, which I'm glad to see done away with (as really, you can just roleplay if you want to play a specific sort of class) we would just see skills that level up as you use them, just as Skyrim seems to do.
Ultimately, the goals now should be, if Skyrim turns out to be the best gameplay system Bethesda can come up with as far as the Elder Scrolls goes, that we should see an expansion of the skillset, not yet another regression that, while good for testing out new gameplay systems (which Beth pretty much has done from game to game)only serves to take the games farther and farther away from their original selling point: Living another life in another world. Not being a warrior/mage/rogue in another world.