This^ was in response to this:
Although, in many ways, I agree with you Sleign, you missed the point Omega was trying to make -- and it was a good one. He's saying that if attributes were still a part of the game, then they could further diversify and alter the effects of the perks. So if someone had the 'ignore armour' perk with maces, and had a certain strength level that allowed him to ignore the armour of chainmail, leather, mithril etc. and then his strength reached a certain threshhold value, that perk would now allow him the ability to ignore heavier armour types, such as Daedric, orcish, ebony and so on. In fact they could have added even greater complexity and depth to the perk by assigning each armour type its own base strength value, which the character would need to reach, in order to effectively use the perk against that specific type of armour.
This idea of having the perks and attributes dependent on one another for new effects could have been creatively implemented in the game for many of the perks, and really does counter the idea that a perk system and attribute system working in unison, would be redundant.