I agree with this. I thought Skyrim's "Star Trek" menu and HUD look was bizarre. I liked it aesthetically, but it didn't fit the game. In fact, I haven't completely liked the look of any menu or HUD in the series. However, Morrowind's menu design is my favorite. Movable, re-sizable windows were pure genius. It allowed us to re-position windows side-by-side so that we only had to move the cursor a short distance when buying and selling.
Best of all, Morrowind's map updated dynamically. When Bethesda added Solstheim it appeared on the map, instantly and automatically. Oblivion's map never updated. It was just a static artwork. I also loved Morrowind's fog-of-war map. Uncovering the entirety of Vvardenfell was an adventurous mini-game with some of my characters.
I like the concept of a paper map in theory, I just thought Oblivion's map was ugly and was not functional enough. What I would like to see in the next game is something along the lines of Fallout's in-game Pipboy idea. That is, when we hit the map key we would see two hands raise a paper map into view. When we hit the inventory key we would see two hands raise a backpack into view. And so on.
Unless there is a very important story-based reason to do so, I am not in favor of hiding things from the player. I want to be able to make informed decisions. In order to make informed decisions I need information, I need to know what I am being asked to decide. And while I'm not the biggest fan of Dungeons-and-Dragons, I do prefer its old-school method of presenting us with actual numbers.
I am not sure what you mean by this term "Journeyman system." Are you referring to the skill tiers themselves (Novice, Apprentice, ect)? Or are you referring to the perks associated with the tiers?
If you are referring to tiers, I am not a fan. I think skill tiers are artificial. When a character is prevented by the developers from even attempting to open a lock at skill level 49 but is allowed by the developers to open it at skill level 50, I say that is bad game design. That is way too "gamey" for my taste. That is not how real life works. In real life we can attempt things far beyond our capacity...and fail. A good roleplaying game should emulate that.
I would go back to Morrowind's chance-to-fail system where we could attempt almost anything, but if the action was difficult for our character's skill level we had a chance to fail when attempting it. The higher above our skill level we reached, the greater the chance of failure. I don't want to be hand-held by a developer and prevented from attempting something difficult. Let my character try, and fail. I want to be able to take a risk and I want to suffer the consequences of my decision.
If you're referring to the perks themselves, then I'm still not a fan. I thought Oblivion handled perk terribly. Oblivion's perk system was not merely bad rolepayng design, it was actually anti-roleplayng. The notion that every character is forced by the developers to take the same four perks is so idiotic I can't believe it got past the drawing board. And magic perks were not even worth being given to us. In most cases they merely granted access to more powerful versions of spells we already knew.
Skyrim's perk system, for all its faults, was vastly superior to Oblivion's perk system. I hope they expand on it and make it more interesting in the next installment.