I think the concerns of simplification and streamlining are valid. Many companies simplify things in RPG's to make it more appealing to a larger audience. By cutting micromanaging of items, armors, weapons, spells, quests, etc., makes it easier for more people to pick the game up. Instead of having 20 armor slots to consider when filling-out a character, 10 is more appealing because you don't have to look at a million gauntlets or pauldrons to determine which one is "better." Saying that, I'm a micromanaging freak, so I enjoy getting that gauntlet that has better base ranged defense with lesser base melee defense full knowing it has additional attributes which will flesh out my build, like +2 to sneak skill, and/or +1 to blunt defense.... Most people don't like doing that, and I'm not sure why....
Anyways, as for the streamlining argument, it depends on if it's done right. We can go on and on and on ALL DAY about why a mace is different than a sword, and how they're trained differently, but again, most people don't understand that concept. They think in a simple term: "I hold this in my hand, I swing it, it hits." Most people don't even know you train differently depending on the TYPE of sword you would use. This is why things like that are streamlined.... But it also comes back to micromanaging. They don't want to be teh awsum with a 2 base damage sword and teh suxxorz with an 10 base damage mace if they never trained their mace skill..... Just sayin'.
exactly, I for one enjoy the uber micromanagement and huge inventories with thousands upon thousands of items, ingredients, books, spells and all that, but like you said it will alienate a lot of the 6 button using friends, who don't have the mental focus to engage in such a time/mind consuming activity.
anyways I just hope we find more depth in the fields that really matter which are the quests, characters, combat, magic, stealth, if those failed then the game will fail, no matter how simple/complex the "stat" system is.