I said I'd seen it before... well, you might want to check these out:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5314
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6982
I haven't tried these mods and I suspect it will be possible to make a better one, so this shouldn't put an end to the project by any means.
Yup. But neither of those handles weapons, which is pretty much the main point anyway.
I think it will be very hard to please everyone with something like this, so maybe make it easy for users to tweak the requirements to their liking and include a guide on doing so?
i.e. Use global variables instead of fixed numbers, so they can be easily changed from one menu in the CS rather than every script modified.
I wasn't aware that this kind of stuff was possible with globals...
Personally I don't think requirements should go too high... maybe 60 or 70.
The plan is to favor low-end equipment via making middle-class stuff relatively hard to use. i.e. You can wear Chitin in the beginning if you're a stealth character with LTA as a major skill (possible racial bonuses included, dunno, working on that), but if not, you'll have to stick to leather and fur for a while. I'll go easy with the high-quality stuff. In the end, with maxed END and HVA, it really doesn't make a difference whether you're wearing Ebony or Daedric.
Also I don't think it's a good idea to classify weapons by type rather than material... that would mean someone could use a Daedric Dagger before they could use an Iron Shortsword, which doesn't really seem right to me since the former is obviously better. I think weapons of each type (Short Blade, Long Blade, etc.) should have requirements in that skill based on the material of the item. However, you could still make, say, Daedric Wakazashis have a higher requirement than a Daedric Dagger if you wanted, just to add a little more complexity. So that would essentially merge both ideas, making the requirements based on material and weapon type.
Two reasons: realism and balance.
Let me put it this way: who uses broadswords, sabres, clubs, spears, and such? Nobody, because they svck compared to their better counterparts. By making them easier to wield than their higher-quality buddies, people with lower (like minor or misc) skills are encouraged to use them. This way, a monk is more likely to wield a staff or club instead of a huge-ass warhammer. 'Course, they will probably still svck with them, which is why there will be a (optional?) Fortify Attack ability for those who use weapons best suited to their level of skill.