Original OP:
Gopher posted a link with his take on the skills being converted to perks at https://www.youtube.com/watch?v=VOOz_fHHt0o.
He makes some good points about the skills still being there just hidden and modified by what perks you take.
His point was that converting perks to skills wasn't dumbing down the Fallout skill system but actually improving it by offering more choice.
By using perk skills you can create a better defined character since the perks show what the character is good at better than just having a single skill rating covering everything and it was cleaner to boot.
For example in F3 and FONV, a scientific courier with an 80 in the Science skill is equally good with producing chems, hacking a terminal, working on energy weapons, or discussing quantum string theory.
In Fallout 4 depending on if you take the Computer Wiz or Science perk, you can be an expert in software but useless with the hardware.
A Bounty Hunter with the Cowboy, Gun Nut, Gunslinger, and Commando perks would be better with lever action guns and pistols but not as good with automatic weapons like a grease gun or mini gun.
And since there were a lot of perks that had major impact your character's combat abilities already, moving the skill system to perks just put it all in one place.
Continuing:
First, I vastly prefer the Fallout-style experience system. ES-style is, I suppose, more 'realistic', but it leads to character skill grinding which isn't realistic - or good roleplaying - by a long shot. Remember hopping everywhere in Oblivion and Morrowind? Sheesh.
I like the Fallout system pretty much for the reasons you state. I have some small game design creds in my past (I was an author of Horror Hero, knew Chris Avellone when he was a funny, skinny kid, and totally ignored his advice to learn programming, being a doofus). I hate to play the boring age card but I was playing tabletop and computer RPGs before a lot of folk on these boards were born. (See, I'm old enough to use the word. 'folk'. Sheesh, again).
I impose all that on you just so you know I'm not just another armchair quarterback. I know and love RPGs.
From here on, if I say, 'Fallout' I'm talking about the new iteration of the franchise (F3 and FNV). Sorry, Gizmo!
So, the Perks as Skills question: First, we don't know how it will be implemented. All our discussions are conjecture. Beth, whatever their faults, are masters of addiction. They know how to hook people into playing their games again and again. So I trust them to have given much thought to any changes they've made; it's easy to pick on individual components of their game systems but on the whole they provide good gaming experiences (YMMV, of course).
I'll miss that list of Fallout Skills; it was a handy progression barometer (at low levels, at least...). But I've devoted a fair amount of thought to the hypothetical Perks as Skills system, striving to keep an open mind, and I think it might work. Looking at discussions of the numbers, it seems like it might actually result in more focused characters. That's a good thing, surely? Isn't that why we're here, to play a unique character of our devising (origin story notwithstanding... I'm hoping there's a vault gate hard save so we can skip the intro on replays)? The old jack of all trades might be extremely difficult to pull off (on at least one playthrough I'll try, of course, because nerd) so that's a good thing, too.
Anyway, I'm guardedly optimistic. I've seen RPG franchises come and go, I've seen them mutate. Change is the nature of the beast. The Fallout franchise has wandered far, gameplay-wise, from the days of the original games. Only an idiot would deny this. If I had to classify it I'd call it an Action-RPG. In terms of the market and what the majority of gamers seem to be asking for, it's the next logical progression. As a dork who spends nearly as much time in menus as I do playing the game (and as someone who dislikes shooters), I have my fingers crossed that the new features will entertain me enough that I don't miss what's been left behind.
So, whatever shortcuts and streamlining they employ, and no matter how much it offends our old-school sensibilities, I am optimistic that the result might be fun and entertaining characters. Fingers crossed. I guess we'll know in a few months.