Looks like fun to me.
One of the things I do when planning a character is to think about "needs" and "wants."
"Needs," in terms of gameplay, are the basics. You need some form of protection (armor, mage armor, shield, magic resistance, etc.), some form of offense (weapon, shouts, spells, etc.), and some support skills (crafts, healing, etc.) The choices from those "needs" are the "rough outline" of your character. You think about things like "how will my character fight close-in?," "how will I deal with ranged attackers?," and "how will my character keep health, stamina, and magicka up?" So, if you decide on a lightly armored character who relies on a bow and a dagger, sneaks to avoid detection, and specializes in alchemy for healing and poisons, you have created the "rough outline" of a character.
Now we get to the "wants." This is all about why your character does things, and doesn't do other things. Why does your character want to be an assassin, or a thief, or a battlemage, or a knight in shining armor? Is it because of some particular thing that happened in the past, or because of religious beliefs, or because of a sense of responsibility (or a rebellion against beliefs/responsibilities)? Is the character aware of his/her motivation, or is this something you know that he/she doesn't know? You don't need an elaborate backstory for a character, but I think it helps if you have at least one thing in mind, something that "drives" your character.
Angry ex-slave. Escaped convict. Schoolgirl who has never been this far away from home. Son of a famous healer, who was killed by bandits...
This is the kind of thing that helps to make a character come alive. And I think this is a good way to make the game a lot more replayable.