1) I hope for a game that tries to outdo Morrowind more than it tries to outdo Oblivion. I was very disappointed with Oblivion because it was so shallow. It was great looking, and I liked the less tedious run speed, but that's pretty much all I liked. I think Morrowind was better in pretty much every other way.
2) The incredible lack of variety is a major issue. The cut and paste mobs and dungeons ruin the game for me really quickly. I would always take quality over quantity, and I wish the game aimed more in that direction. Look at something like Everquest. It had countless dungeons (and zones in general) that were all so individual and had so much character. Some of the dungeons in that game were designed by absolute geniuses. Explore Lower Guk and you'll see what I mean. Such memorable enemies, loots, and layout. The same goes for overland content. Morrowind was all brown and grey, Oblivion was all green and blue. Neither is ideal. I really crave variety in these kinds of games. Again, even Everquest offered this in spades. It had vast snowy areas, deserts, forests, jungles, lava/mountainous, swamps, ancient pyramids, plains, etc... This is an 11 year old game made on a fraction of the budget that you guys have. It's time to finally up your game imo.
3) Here's where it gets really unlikely. I think it's high time you finally put the Elder Scrolls combat 'system' out of it's misery. It's just so basic, it gets on my nerves. If I want to run around a pretty world shooting stuff, there are countless FPS's that let me do that. To me, the whole point of RPG's, and what makes them different to all the FPS's out there, are the geeky stats and tactics based combat. I want to be challenged for a change, and I want to feel tension for once, rather than just running around like an invincible moron. First off, I want to have to split up enemies with magic or some kind of powder tipped arrows that you can shoot at an enemy to blind/confuse it and then you pull some of his buddies one by one. I also want this to go wrong sometimes, and all of a sudden 4 of them attack me. I then want to be able to use my brain and decide on some good ways to handle it. Put one of them to sleep, mesmerise one of them, make roots burst out the ground and grab the feet of the third one and then this all lets me kill them one by one. I want to have to balance my mana carefully. I want very mana efficient spells that do damage over time, nice and sure and steady but slow. Then have fast powerful nukes, but they drain your mana fast and they cause massive aggro. I want to have to weight up a situation and see how many enemies there are, and then decide how best to go about it. I don't want that answer to ALWAYS be strafe left and right shooting my generic Firebolt spell over and over, or making one uber spell that kills everything. I want to have long term buffs on myself, and long term debuffs to work on the enemy, that do a variety of things. Cold based debuffs and damage over time spells that work great but are resisted by frost wolves and creatures used to the cold, and fire spells resisted by fire elementals etc... Basically I want a proper RPG like I used to get in the 80's and 90's and that I never see anymore. I want to summon a pet that actually has controls. I want to send it to attack, and I sometimes want to send it to attack and then spot another few very dangerous enemies and quickly call the pet back just in time, before it gets their attention. I want the ability to have it stand it's ground while I go on ahead and explore. I want to 'paint' an area on the ground for a massive area effect spell, a fire storm, lightning storm, ice storm, whatever. Then I want to make a big wall of fire in a narrow valley so my enemies have to run through it to reach me. Lastly, I want battles that last a while and require some real decision making. Look at Magic the Gathering and even most MMORPG's. Long battles that are closely fought, and one bad decision can set you up for big trouble later in the fight. Everyone laughs at World of Warcraft for being a dumb game for kids (which it is in some ways), but look at their Druid class, and play it on a PVP server. You have to switch to lion form to become stealthed, and you have to carefully sneak towards your enemy and hope they don't spot you or run away. Then you have to get behind them and open with a backstab that stuns them. Then as they turn and start hacking you to pieces, you have to quickly turn in to bear form so that you can tank better. Then you get the upper hand, and as they panic and run away, you turn in to caster form and start shooting spells at them, or even Moonkin form. All these different forms have entirely new hotbars with whole new sets of spells to use. Now that is gameplay that provides the opportunity for tactical decisions - and yet it's faced paced too.
4) In addition to a new combat system, I'd like a new skill system. I hated how I was pathetic and weak, spamming my little firebolt spell which barely did any damage, and there was no real improvement no matter how much stuff I killed or how daring I was. So I face a wall for a while and I spam the wall and increase my spell skill, and now all of a sudden I have tons more mana and power and can pretty much one shot everything. It's just a bad design, it goes from being too hard to too easy suddenly, and it promotes spamming of skills and spells which just isn't fun. I don't want to run around the world constantly hopping like an escaped mental patient, just so I can improve my athletics. Come on, use some creativity with this stuff. Write an athletics quest that boosts my skill or something. As for spells, I prefer there to be a trainer or a merchant that sells spell scrolls. You have to save up money to go and buy a new spell, and add it to your spellbook. Getting a new spell should be a big deal, because it should be genuinely powerful and useful. Not just Firebolt1, Firebolt2, etc.. I should be entitled to get dozens (plural) of spells by mid to late game, again, look at WoW. It's considered a dumbed down nintendo style game by a lot of people and yet high level players have hotbars with several rows of hotkeys all filled with spells and clickable items... What did Oblivion have? That one lame little wheel with 8 slots or something? Come on.
5) Last but not least. I hate doing chores, but you make me do virtual chores for virtual people?! Oh brave adventurer! I lost my amulet in a nearby dungeon, please go and fetch it for me! Oh brave adventurer! My daughter got lost in the nearby dungeon, please go and get her for me! Oh brave adventurer, wolves are eating my cattle! Please kill 10 of them to thin their numbers! If I want this kind of thing, there are some really good MMORPG's out there which do this far better than Oblivion. I really loved the "Main Quest" in Fallout 3, but I finished it in about one weekend. Forgetting about how overly easy it was, it's the brevity of these main quests that bugs me the most. You have countless 'side quests', but such a short main quest. This is the wrong way round! The problem with these side quests is that there is just no real worthwhile reward for them in a single player game. You have to do them alone without your friends to chat to, you get lame loots, cash you don't even need, and no progression of anything meaningful in the game world. In an MMO it's far better because you have major long term investments in your characters, so grinding on a bunch of side quests gets you money and XP and materials that you will gain the benefit of years down the line. Once the main quest is finished in these single player Bethesda games, the game immediately loses it's appeal to me. It goes from being a fun RPG, to instantly feeling like a second rate MMO with no real purpose, and I have no motivation to continue. Yeah, some of the side quest dialogue is quite well written, but no moreso than your MMO competition, but they are so generic and meaningless. The Main Quest however feels completely different. While I'm working through it, I feel like I have a purpose, and a goal, and I really enjoy seeing the story progress and uncovering new locations, new characters, and new twists and turns. Obviously, main quest quests require more resources than side quests, but what I'm saying is that I would MUCH prefer you change the focus and I'm happy to miss out on side quests.
eg: If the main quest is usually 30 steps and there are 300 side quests in the game, I'm happy for the main quest to become 60 steps and there to only be 80 side quests in the game. It's still enough for 'completists' to have a reason to explore the world, but the game becomes a far bigger more epic adventure at this point.
And lastly, a general point. I am tired of these mass produced half hearted games. I know that's just the way the industry is these days, but it doesn't need to be like that. I would much rather wait extra year, and pay an extra $20 on top of the usual price, to have an epic adventure. I'm by no means rich or patient, but it's just SO MUCH more preferable than to get yet another 'meh' game which is pretty mediocre and only after years worth of modding and DLC does it become a good game, and yet still one that is inferior to some decade old game or more that I have backed up somewhere. People appreciate quality, and word of mouth in these days of the internet is nuts. If you build it, they will come. Build a truly epic game and you'll sell an unbelievable number of copies. Look at GT5, it's going to sell like crazy, and it's because they took forever with it. They took pride in making the absolute best game they could, and exactly what they wanted. They didn't cut corners, and the audience is smart enough to appreciate this.
And lastly (for reals now), in case you are tempted to write off my combat musings as the rantings of an old hardcoe dork who is out of touch with the reality of modern gamers who want a simpler experience, please watch this, it only takes 6 minutes:
http://www.escapistmagazine.com/videos/view/extra-credits/2454-Easy-Games
Whether you take on board my wishes or not, I wish you the best of luck.