1. IMO: We need factions like Morrowind, in which joining one and advancing through it will make you enemeis with another. Also, Morrowind has more factions to join. The improvement here would be the obvious technology differences between Morrowind and Skyrim, as in all these factions would be voice acted, more dynamic, etc. There would still be standard factions in the game like Morrowind that you join just to join and do duties for, but I'd like to see some factions that don't make you the leader, you just advance, and still other factions you can become the leader of. Or perhaps it boils down to how the player goes through questlines, and that determines if you can become the leader or not.
2. We need attributes/skills back from previous games. Why did mysticism get trashed? Why are there less skills in general and less spells? Why did spell creation from Morrowind get removed? Why did we go from having a helmet, cuirass, right/left pauldron, leggings, right/left gauntlets, boots, shield, under-clothing, over-clothing (like robes), two rings, amulet, belt, that we could wear ALL AT ONCE, to Skyrim's horrible Cuirass/Boots/Gloves/Helmet system? Collecting armor sets in Morrowind was vastly more satisfying than in Skyrim because it was harder to do, becuase there were more pieces. I could also make my character look cooler, by leaving one arm unarmored while the other side of me was, or whatever.
3. I understand why Bethesda did away with Morrowind's dice rolling combat, because new physics allow you to swing a sword and hit, but some sort of RPG mechanic needs to make a return into combat, whether it be in the form of the Oblivion skills that allow you to unlock abilities when you reach certain levels, or bringing back attributes that have a direct influence on combat. TES is an RPG franchise, but its slowly becoming an FPS with swords and magic.
4. There needs to be a delicate balance of leveled enemies and non-leveled enemies. Some enemies need to be leveled, to keep the challenge level up, but I think that EVERY dungeon/ruin/fort/cave/explorable area should start with non-leveled enemies. At level 1, I shouldn't be able to walk around and smack anything to death that I seem fit. Each dungeon should be hand-crafted to contain monsters/NPCs that are a certain level, meaning that you will have a harder time completing that dungeon if you are below their level. After you reach their level and surpass it, I wouldn't mind if they were leveled to keep up with you to keep the challenge there. One of the greatest and most intriguing things about Morrowind was the fact that I could walk into a cave not but one minute from the starting zone and get instant killed by an Ash Zombie. It makes dungeons more challenging if you aren't the right level, but it makes the reward fell all the more rewarding if you manage to actually use your wits to complete that dungeon even though you are clearly outclassed. On this regard, I think that every dungeon should start with mobs that are a specific level, and they only level to KEEP UP with you, mobs don't level DOWN to your level to make every dungeon completely regardless of where you are in the game world. Add an option to your journal, "I will have to return here when my skills are more savvy" to make this more immersive.
4. Skyrim's combat is fun, but we need more things to come back. Morrowind had way more weapon types. Tantos, Katanas, Crossbows, Throwing Stars, Wakizashis, Staffs that were also blunt weapons, Halberds, Spears, etc. Bring all of these things back while keeping the GOOD from Skyrim, like dual wielding, shield bash mechanics, etc. With new physics technology and what not, more weapon types should be greeted, not dismissed. I'm glad the crossbow got added back with Dawnguard, but really? We had a crossbow way back in Morrowind...
5. Keep Skyrims diverse traps and dungeon puzzles, and add more varieties of each.
6. Allow several game preferences to be toggled before you start a game. Examples:
- Give players the ability to toggle regenerative health/fatigue/magicka. Morrowind was so fun because potions for fatigue and the other attributes were so dang necessary. It upped the challenge. Naturally this type of hardcoe playstyle doesn't fit everyone, so allow players to play with regenerative attributes if they so desire. If its toggled off, the game will never generate enchanted loot that makes things regenerate faster, instead it will generate other types of loot.
- Allow more map toggles before you start a new game. A lot of people liked Morrowind's style of finding quest objectives. NPCs often gave you their best description of a place, or if they knew the exact location they marked it on the map. Keep quest markers and pointers in-game for the people who want it, but add more alternatives. If you toggle it off, your character's position on his map doesn't show (because they don't have GPS in TES, they would have to know where they were already) and have NPCs give wordy descriptions, or hand-written notes, or mark it on your map. No quest markers for the people who don't want it. Instead, if you know you are in White Run (for example) and an NPC marks a northern dungeon on your map, then you have to find it based on where you think you are leaving White Run, etc. Of course this would all be on a toggle. Casual players could choose to just have quest pointers tell them where to go. Build your quests from the ground up with this design in mind. You can make things hard to find if you always give the option to the casuals to use quest markers.
- Allow fast-travel to be a toggle as well. If its on, it works like Skyrim. If its off, you travel like you did in Morrowind, by using the best fast-travel methods (mage guild teleporters, silt striders, boats, etc) and then walked to where you have to go. This both appeases casuals and hardcoes.
- Please beef up the dialogue of NCPs. If its too expensive to find extensive, professional voice acting, involve the community! Invite community members who would be willing to volunteer to do voice work into the fray. Send them the lines you want voiced with detail descriptions of how to voice it, then have them send it back to you. Use the best of the submissions. There are probably hundreds of people who would be willing to sell their voices for free! We need more dialogue in the TES games, we need more NPCs that we can emotionally care about. I found it so hard to care about any of the NPCs in Skyrim.
- Give the playable character more dialogue options as well. Oblivion was perhaps the worse. Only being able to say one word and get the response was horrible! Dawnguard is probably the best example right now. The dialogue choices you have with Serana were fantastic (and I was sad I couldn't marry her). But for the love of god, let my PC say FULL sentences, tell NPCs about MYSELF, and in general have WAY more things to say than just a few words. In this way, the PC can feel more attached to characters as part of quest lines and feel more involved in the questing process itself.
- Add more dungeons and ruins and explorable areas that aren't tied to quests at all, but must be found through pure exploration or rumors from citizens. If a citizen says he thinks there's an abandoned fort somewhere, it doesn't trigger a quest. You can decide to go looking and reap the treasures for yourself if you find it. But in this, buff up the amount of "clues" you find in these places. Notes from people who met their fateful end in this ruin, etc. Those are nice little lore items to find and are very fun indeed!
- Going along with the above point, all dungeons should have leveled loot containers and non-leveled loot containers. Morrowind was fun if you pulled off a dungeon that was WAY beyond you and ended up with glorifying loot as a reward. I think you should do loot like I suggested you do NPCs. Each dungeon starts with loot for preexisting levels. If you surpass that level, the loot levels up with you, but if you are below the level (and likewise below the level of the creatures defending it) you get rewarded with loot that is really good. Leveling is both a good thing and a curse, for it keeps the challenge, but it also takes away some of the reward/mystery from dungeon running.
This is my wordy 2cents for the next TES game. Agree or disagree, I think the main premise should be to take what worked in ALL THREE GAMES, and expand those features by adding new ones to work in accordance with it. Perks from Skyrim were fine too, btw, now that I remember.