I'd like to add to my response. I've been playing Dark Messiah of Might & Magic lately, and that along with Bioshock have made me really want to see a visual representation of my equipped spell (hand on fire, lightning arcs between my fingers, and so on) in the next game. I'm willing to accept having to switch between casting and weapons (even though I liked being able to do both at once, it made being a spellsword/battlemage a lot more fun) if it means I can see the spell before I cast it. And on the subject of Bioshock, I like how in Bioshock 2, different levels of different plasmids have radically different effects (level one of Incinerate just sets them on fire, level two is an AoE, and level three turns your hand into a flamethrower). Let's consider something like that, eh, Bethesda?
I very much doubt that they would go back to Morrowind's system of switching between spell flinging and weapons. Oblivion's system was so much more fluid, and that matters a lot more to the game as a whole than the spell animations. However, I can see a system of morphing working here. i.e. whenever you have a weapon at the ready you can see a spell animation at the ready on the hands that are visible. The more proficient you get with magic in general the more defined these animations are.
That would mean that a warrior specialist wouldn't be bothered with the animations at all, whereas a battlemage would constantly see fire (or whatever) licking at his fingers.
Edit: I didn't make this very clear at first. I'm envisioning a weapon/spell system like Oblivion. Whatever spell you have selected determines the skin of the aura around your hands (like BioShock). A fire spell would make fire flicker around your fingers, shock would be electricity, drain health could be a red vortex on the back of your hand... it could get pretty creative actually. When you're a novice mage the auras are very faint, if they're there at all. The better you get at whatever school of magic is relevant to the equipped spell, the brighter the aura becomes.