I've been doing a lot of thinking about this game, looking at previous games in both FO and TES series. Now the baseline game is without a doubt geared towards consoles, that much is apparent from the dialogue reductions to 4 different variables per speaking point, to the voiced protagonist, and the abundance of "cool" but senseless features.
But looking at those features again, I actually noticed a trend. They are menus with unique interfaces for world crafting, for weapon modification. This implies that they will be easier to find and access the features of the geck as they should be easily sorted and tweaked by modders.
Power Armor has built in custom HuD, which would allow for modularity the likes of which was seen in project Nevada without requiring the effort seen there.
Additionally, if there IS a custom headlight for the power armor provided it isn't a default on/off, we could see enhanced mod based customization for regular armors and additional modifications that would be fully fumctional. (Imagine a fully functioning predator themed outfit...vision modes, laser pointer, stealth suit, but not just aesthetics, fully functional)
With mods, provided the attributes of each skill could probably be returned to the way they were in NV provided the devs haven't gone with some completely different scaling system. In fact it is generally MUCH easier to go back to the old system than it would be to generate a practice makes perfect system.
hardcoe mode might be in it might not, but there is a reason there are so many FO3 mods to add it, and so many FONV mods to tweak it, if you think we will get 3 months post geck/equivalent without a mod for it you are crazy.
Numerous projectile effect options (look slowly through the plasma pistol mods) suggest a crapton of custom and unique projectile properties modders can mess around with to create truly custom weapon characteristics.
Power Armor appears to have custom damage zones for each piece of armor, if true that means that there is custom hitboxes for each portion of a body, which again if true might make it possible for a good modder to FINALLY give us localized Damage threshold/resistance so that unprotected arms don't benefit from torso coverings which would GREATLY enhance the game imo.
Vertibirds, while odd or possibly broken/ a one off event implies the engine has now taken into account the mechanics of at least airborne vehicles, something that modders already did but could EASILY build upon. Additionally it opens the door for the possibility of other vehicle based methods of travel.
Command capable companions (or at least the dogs coding applied to a human) allow for MASSIVELY increased oppurtunities for modders to play around with companions or custom story situations where you are relying on an npc to help you.
Furthermore, one of the biggest things we didn't like about previous games was that we werent able to really "see" the effects of our good or evil deeds across the wasteland and admittedly this hasn't been confirmed and I'm honestly doubting it will be due to the poor choice and consequence we have seen in FO3 and the delay of consequence till the end of NV. (NV still had a LOT more, but a high% of it and the biggest changes were restricted to the slideshow). But looking at the ability to build caravans and settlements (though I pray there is a REASON the raiders attack our settlements other than hurt durr they have stuff) would allow us to finally rebuild chunks of the waste. It would be amazing if we were able to impact already established settlements due to our establishment of trade routes. (Again doubtful, but modders could make it happen because the tools are there)
We saw what APPEARED to be water and irrigation along with crop growing systems which means that, even IF Bethesda doesn't make their settlemants logically sustainable, modders would be able to do so easier than ever before. (That said if they are in an incomprehensible position on the map... things night be hard...IM LOOKING AT YOU BIG TOWN/LAMPLIGHT)
Combined with an improved radiant AI system (not the Bethesda quests, those would be bad) that would allow modders to come up with unique sequences for themed quests. (Imagine a bounty billboard with a modder making dozens of unique in world NPC backstories with different stats generated at random but retaining some fixed hard stats and these guys would be chosen at random to be hunted down. Imagine hunting down escaped androids for the institute and so on).
Though the premise may be delivered poorly, the potential is HUGE for a radiant system provided one doesn't mind reading the text a nodded will be forced to write.
It stands to reason a PC mod might allow for the dialogue to have the FULL text of what the Lone Survivor will say rather than a tiny snippet of it. Furthermkre it would be able to overtly mention if the delivery will be made in a sarcastic, playful, or otherwise unexpected manner.
Basically, what I'm saying is, the world of FO4 will possibly and probably be as incohesive as that of FO3, but with the TOOLS that Bethesda may provide modders, the experience we can generate might actually be greater and more cohesive than NV or somewhere in between the two based upon the level and choice of modding you desire.
Tl;Dr Mods can fix most of the problems that might be generated in this new iteration of fallout except for the voiced protagonist which I still don't like but am willing to give a shot...