I usually advocate for compact world with ton of contents rather than empty outer space (Daggerfall hue), but I should mention that FO4 felt bit too crowded. I think it would have been nice to have that amount of contents with about 3~4 times landmass. I suspect that might be the kind of density Beth might want to pursue with TES6.
Inventory Easy
While I understand clutter items can enhance the immersion and add depth to game world, sometimes it just gets in the way of actually having fun - and way too often.
For instance, many merchants sit behind table or booth filled with worthless items on display. Since I play on 3rd camera only, this causes me to accidentally steal junks while trying to talk to the merchant behind it. Similar issue would be managing weight in dungeons; Often you see valuable items sitting on clutters such as bowls and plates. Once I accidentally pick them up, I have to run through hundreds of items and tracking it down to make sure I don't have any dead weight in my inventory. W/V tab helps, but still need manual filtering when you're carrying some special items with low values.
Looting enemies can be pain too. I always use the w/v tab to sort out valuable items only, but doing it every enemy seems a bit tedious.
And then finally, storage. IDK how everyone else is playing, but I always come back home with bunch of different items that need to be stored away. Sorting out which items to keep and which to store away is tiresome task. The worst part is that I have to manually go through one by one and store using R key, then E key to confirm multiple. Especially when storing alchemy ingredients, some of them have stack of 6 or more while some others less than 6. I can't just store them all by Spamming R. I have to use E key when going through more than 6 stacks. The fact that pick up window uses different key setting doesn't help either; often I press R in pick up window and accidentally pick up everything in container, which means I have to either reload or start over with my effort to stock up.
Switching between weapons/spells is pain too. Since both hands can hold individual spells/wep while shield can only be held in left hand, this can be quite clunky and confusing. IMO, the Skyrim system of assigning functions per hand / mouse key is a fail - especially since dual casting is fail due to balance issue. I know some pep really love the concept of dual wielding, but I think there could be better way of setting up dual wielding. Oblivion system would have been better.
I thought about these issues a bit, and came up with few suggestions that may make my life easier. FO4 looting/interaction system also gave me some fresh ideas!
Context Steal: Player will NOT pick up item unless sneaking. Similarly, locks (that you do not own the key for) in town will not be attempted unless in sneak mode. (important: only in town) Activating locked door while not sneaking will cause PC to knock on the door, urging the random NPC to come out and talk to you.
Auto Loot: Player would be able to set up the desired V/W ratio of loot in settings, and press R button to pick up everything that qualifies in nearby area. Players would only be able to do it while not in combat. OFC, if you want to manually pick up an item (Using E) that doesn't qualify, nothing's stopping you.
Favorite/Junk tag: Player would be able to tag an item as favorite or junk. Items tagged as favorite will be auto looted even if it doesn't meet V/W ratio qualification. Items tagged Junk cannot be picked up until unmarked. Quest items exempted.
Inventory 10: Upon activating a container or merchants, player would see two inventory windows; left window being container and right window player's. Items will be displayed in small icons instead of list, and players can choose multiple items at a time and drag them to move just as using Windows. Players would still be able to sort items according to weight, value, stolen, name, etc. Hovering cursor will display item details.
Player may choose to inspect the item up close by double clicking the item, which causes the Player Character to exit windows mode to hold up the item in similar manner as that of Character Creation - except that the focal point would be the item in his hand. Player would be able to rotate his hand and zoom at the item in this mode to get better view.
Gear Preset: Instead assigning individual items, why not just use presets to switch everything at once? For instance, a thief toon may have 2 presets; first set with Daggers/ DB cloth set and second set with bow/ leather armor set.