I was not a fan of MW and Oblivion's persuasion options. If speechcraft was too low in MW there wasn't really a point in using persuasion if you didn't have the money to bribe. Oblivion's persuasion was just boring and easy. I actually preferred FO3 because avoided these problems all together. Though it wasn't developed by BGS, I really liked the way FONV handled speech options (minimum # level of speech required to get a response, minimum # level of applicable skill required to get a response).
Okay, now to build on from what I liked from FONV. Initial and maximum Disposition should be less affected by the personality attribute and more affected by your affiliations and actions (similar to the idolized and hated concept of FONV). Why limit personality's affect on initial and maximum disposition? Think about this... I'm sure Hitler was a pretty charismatic and popular leader with many of his followers and so they blindly followed down his evil path. Of course his charisma had no bearing on how the rest of the world saw him because, well, he was an evil Nazi. Speech checks that use minimum skill requirements other than speechcraft should be raised or lowered depending on the level of the speechcraft skill.
And finally to address the persuasion mini-game. The fact that all the mini-game does is raise or lower a NPC's disposition cheapens the speechcraft skill and the intimacy of interacting with the NPC. Make a mini-game that does more than make the NPC like or dislike you. Make a mini-game that has options that affect trust, mistrust, can make them love you or loathe you, can inspire or discourage, can affect fear or sense of safety, can enlighten or confuse the NPC and takes into account your affiliations and accomplishments.
Examples (successful mini-games will raise disposition no matter if it opens new dialogue or not. Failures will deduct disposition based on how they feel about the selected mini-game option)
[enter persuasion mini-game and select options Affiliations, Accomplishments, Trust, Love, Inspire, Safety or Enlighten. Effectiveness is affected by disposition at start of mini-game and speechcraft skill]
NPC has a maxed disposition but is still unwilling to give you the needed information. Open Persuasion Mini-game and select affiliation option that states you're a member of widely liked guild in Skyrim. NPC has a favorable impression of this guild and is now willing to give you the information.
NPC has neither a high or low disposition and is unwilling to give you information. Open Persuasion mini-game and select affiliation option that states you're a ranking member of the Dark Brotherhood and that Sithis will take your soul if you don't give the information. NPC gives you the desired information.
NPC has low disposition and is unwilling to give you information. Open persuasion mini-game and mini-game select affiliation option that states you're in the Mages Guild. NPC is not a bit fan of hocus pocus and pulling rabbits out of hats and such. NPC continues to refuse to give you the information.
Female NPC has neither high or low disposition of male PC. Open persuasion mini-game and mini-game select Love option that flirts. You pass the flirt check (idk something involving strength and personality attributes) and the NPC gives you the info.
NPC has a medium disposition but is unwilling to give you information. Open persuasion mini-game and select the trust option that states you are a trustworthy person (affected by things like criminal record). You pass but trust had no bearing on whether the NPC gives you the information and continues to withhold it. However, this still improves the NPC's disposition.
NPC has medium disposition and is unwilling to give you information. Open persuasion mini-game and select Boast option that allows you brag about all your accomplishments. NPC is impressed and gives the information.
NPC has low disposition and is unwilling to give you information. Open persuasion mini-game and select Enlighten option that allows you to try to confuse the NPC. You pass an intelligence check and the person gives the information wondering what in the world you just said to convince him to give it up.
I guess I just want a persuasion system that factors in a lot of your character's and the environment's personalities, quirks and intricacies.