IMO, all that would be necessary to solve any issues with attributes and acrobatics/climbing/etc. would be making perks that control those movements, their fluidity, and special things that go with them, then making the attribute level increase the effectiveness of the perks associated with it.
So, having high Dexterity for example would increase the effectiveness of all of the perks that the player has chosen that are linked to Dexterity. Instead of having ranked perks, this approach would make the effectiveness of particular perks depend on the attribute level. I also don't think there should be any hard cap, either. This would ultimately defeat monotyping for attributes, and instead of making attributes seem pointless, they'd be directly tied in with individual perks and the magnitude those perks have on playstyle. If you want to be insanely acrobatic with AC-esque parkour abilities, then pick the necessary perks and level your Dexterity up to 100+.
I really think this is the best solution for attributes, since it would perfectly compliment the perks by making them more potent at higher levels, with the perks also giving meaning to the attributes, themselves.
The only question that's up in the air, are what attributes would actually be worth including? My own thoughts on this are:
- Charisma
- Luck
- Awareness (or Perception)
- Swiftness
- Strength
- Intelligence
- Constitution
- Wisdom (or Willpower - couldn't think of a way to perhaps make Luck auxiliary and tie in Wisdom/Willpower with something that starts with an L)
I think each of these would hit a valuable mark towards meaningful RPG stats, without any in particular being too redundant. I'd like for them to take a Fallout-esque approach with tying perks directly towards these attributes, although for them to of course be much different and more fitting to TES.
As for skills, I've come to like the proposed idea of techniques, with techniques being more of modifications or bonuses towards skill-oriented abilities. Where I differ, is that instead of being something that should be picked at level-up, I would personally prefer to be available from teachers, skill trainers, guilds, quest rewards, technique books (would love to have dungeon crawls bent around finding some unique modification for a spell, sort of like what some of the black book rewards in Dragonborn were), etc.
In addition to the above methods for acquiring techniques, I could also see the ability to select a new technique every 5 - 10 levels that a skill is increased. With this, you'd have techniques that you pick while leveling up specific skills, while also having trainer/guild/quest/book-learned techniques that you could hunt.
My thoughts on levitation/parkour/acrobatics/blinking, is that while there would be challenging issues associated with these things, I don't think they're too challenging to where they shouldn't be attempted. Each of these things would be very rewarding and would, as I mentioned above, add multi-dimensionality to combat, dungeons, and many more things. I'll go into more detail on some of the other stuff in my next post.
EDIT: I should also note that in the above model, not all acrobatics/athletics-related perks would be impacted by Dexterity. Some could be impacted by Constitution, others by Strength, others by Awareness, and maybe even a couple by Intelligence, and so forth.