I am rather OCD in life, and RPG's are no exception to that.
My Significant Other - who plays and mods for both Morrowind and Oblivion - has a theory that people who play RPGs are more likely to suffer from some form of OCD than those who play other games, or those who don't play games at all. I was doubtful at first, but I'm beginning, slowly, to agree with her. Dungeon Siege had this inventory that was divided into a grid and items would take up differing numbers of grids. I spent hours just rearranging my stuff on that inventory page. I could have hit a button that would have automated the whole thing for me but that would have taken all the satisfaction out of it for me. I think I almost got more enjoyment out of fiddling with my inventory in that game than I did actually playing the game.
When I create a character, I like my 7 skills to be the skills that make up my character, and I don't particularly like to drift too far outside of those skills in terms of skills that I will use.
There are two schools of thought on this matter. 1) Major Skills selection is a roleplaying mechanic that is meant to express something essential about the character. 2) Major Skills selection is a meta-game interface that is meant to inform the game engine how to compute leveling up.
The longer I play the more I have drifted from position #1 to position #2. I think it's because the longer I play the less interested I am in creating and playing characters that do not change. More and more what interests me about roleplaying is creating characters who change in response to the events they experience. Creating a game character who never changes is as uninteresting, and feels as superficial to me, as watching a film or reading a book about a character who never changes.
The more I focus on character development the less important that initial selection of Major Skills becomes, because my character is likely to be using a very different set of skills at the end of her story than she did at the beginning (just like most of us do in real life).
I think its best when you just want to beat the game for the sake of beating it... forget about roleplaying and purely play the game. Thats way you dont have a roleplay that you get disatisfied with.
Me, I think playing a game for the sake of beating it is uninteresting. I would quickly lose interest in any game that I tried to play that way. I just couldn't maintain my interest. I played Half-Life once (that is, I "beat it"). I have no desire to play it again, it's over. But I'm still playing Morrowind and Oblivion. The reason for this is because I'm not 'playing the game.' I'm roleplaying. Yes, I run into roleplays that I'm dissatisfied with at times, but I'll take that over a game or an approach to a game that, I feel, only allows me one shot at a satisfying story.
I play a character until their story has been told. Then it is time to move on and try someone else.
This is exactly my attitude too. When I play a character in an Elder Scrolls game I am composing a narrative. At the outset of a game I come up with a new character and an outline, just as if I were writing a novel. The game is an improvisation on my outline. Sometimes the narrative hews very closely to the original outline, sometimes it shoots off in directions I never anticipated. And like all narratives, my character's will come to an end at some point, the story will have been told. And, just as when I finish a book and then pick up another book, so I will retire that character and pick up another character.
To me, roleplaying games are not about combat, and they're not about stats and classes and levels. Roleplaying games are about personality and story. In fact, combat often gets in the way of my roleplaying. So do stats and levels and all the other technical things that define roleplying for some players. To me, roleplaying does not happen in the game mechanics; roleplaying happens in the imagination.