However, there is one new system added that would make race perks and Birthsigns still work: the perk system!
Seems pretty simple for bethesda to just design 10 or so different perks you will automatically start out with depending on which 10 or so different birthsign you pick to be born under, and just have each race have their own perks as well that do the same effect as the attribute bonuses in the old games.
I.E. an altmer born under Atronoch would get the "altmer perk" which gives bonuses to your starting magica and regeneration and a boost to destruction, while atronouch would give you a perk that has you start with a constant spell absorbtion effect, largely boosted magicka values, but with no regeneration.
Perks are really the wild cards here and it seems like Bethesda is putting all their cards on this system to be the big thing that defines the characters we love to design ourselves. Hopefully they are like that vs. Fallout which has more silly or passive perks (which works with that design of that game).
I think it would be MUCH deeper of a character role playing game in the end if they go all out on perks. Imagine being level 20, and having 5-10 different perks related to daggers, a race perk and birthsign one that gives you bonuses in stealth, some perks that deal with random encounters and luck (to really have that "lucky theif" motief going"), 5 or so perks related to wearing lighter armor, etc.
Seeing as we'll have over 50 perks to our characters by the end game, it sounds like they probably will be going "all out" on perks and having that define who you are as a character. If so, then this will probably end up being on of the deepest most effective skill system used in a TES game to date.
It scares me though, because this is something that would be easy to bomb by not having a solid, deep and large variety of perks to work with depending on your skills you have.