What I mean by that is that in Oblivion, I had a tendency to quicksave before attempting a pickpocket, and immediately quick load if it didn't succeed. Perhaps if successful pickpockets were determined in a more straightforward manner that did not incorporate any RNG into the equation, it wouldn't be so tempting to game the system in the way that I just described. I guess that what I am proposing is some sort of visual object next to sneak on the screen that would tell me whether or not a pickpocket would succeed, and have this be determined by an equation that includes no RNG whatsoever...so for instance...
If P (Player's Sneak Skill) + D (Darkness Level) + L (Luck) + A (Agility) > L (NPC Awareness Level), Pickpocket succeeds, else not
Just an example...but doing this I think would make players less apt to use the quicksave/quickload exploit, and more apt to simply make good decisions on whether or not to pickpocket. Another option would be to add a minigame of sorts where the player can see the variables that go into an NPC sensing the pickpocket, and maybe "bail out" in the middle of the game if it looks like the pickpocket might fail...doing this would prevent the player from being detected by the NPC he is pickpocketing, but not receive any items.