With Raidiant story atleast offering a modicum of dynamics never seen before in any TES game ever, that is the game actually acknowledging the character and its actions, I see there far more potential to make classes more than just a Label and what skills contribute to leveling and what skills get boosts
things to note
Major/Minors are gone, that "restrictive" element is gone, Classes I.E are no longer restrictive, I find it HILARIOUS that people are calling Classes Labels, and then turn around and call them restrictive, Cognitive dissonance much?
All skills now contribute to leveling, and by the almighty words of Todds they level faster than Oblivion, look at Arwens previous posts she gives a decent qoute, and if your going to argue against that then your simply another case of a person only accepting facts when it is favorable to you.
and reinterating what RS could do regards to character interactions, whos your friend whos your foe, what random encounters you come across and how NPC's address and act towards you.
Get this assed notion that classes are there for the players only, IT EFFECTS THE GAME or rather COULD EFFECT the game at this point. I don't need the PR salesmen jargon about how you "grow into your character" or whatever, Todd said the player is captured by Imperials crossing into Skyrim, not at birth, not at old age, you will not start as a child your character was already doing something before they were captured, and a whole plethorum of circumstances as to why your character was crossing to Skyrim, and might I add thats no simple feat.
As it Stands it could be made if you don't want to be "labeled" you can ignore being classed, but atleast give the option for those who want it because the potential to make it better, like so many other cut aspects of TES so far is much to great.
I'm not sure I followed all of that, but there's at least one thing implicit in there that's worth emphasising more. And that is that classes, as they appeared in previous games, played a bunch of distinct roles. It's worth being clear on how those roles are distinct, because some reasons for having (or not having) classes are arguments for just one of those roles, and not any of the others.
I can see at least these roles for classes in previous TES games (there are probably more):
1. A label for your character (Warrior, Sorceror, Monk, Assassin, etc.)
2. Initial abilities.
3. Determines which skills contribute towards leveling up.
I don't think a lot of importance should be attached to (1).
Skyrim replicates (3) to some extent, by having higher valued skills contributing more towards leveling up. It's not quite the same as the binary system of previous games (either a skill contributes or it doesn't). Perhaps one thing to say in favour of the new system is that the more fine-grained method allows for differences among your "major" and "minor" skills. In Oblivion, for instance, a 90 rated Blade skill contributed the same towards leveling up as a 60 rated Destruction skill, if both were major (or both were minor - nothing at all).
(2) is undoubtedly what most people are worried about.
In any event, the main point is that an argument for having a label for your character is not an argument for having only some skills contribute towards leveling, nor is it an argument for having an initial boost to some abilities. Similarly, an argument for having an initial boost to some abilities is not an argument for having a label for your character, nor is it an argument for having only some skills contribute towards leveling. Finally, an argument for having only some skills contribute towards leveling is not an argument for having a label for your character, nor is it an argument for having an initial boost to some abilities. These are independent aspects of classes.
As for the possibilities you mentioned with Radiant Story: I'm not sure what the argument here is. What role would classes play with Radiant Story? Let's go through the three roles of classes. On (1): Radiant Story tracks your character's history and abilities and gives your character a label; or, given the label you started with, it tailors content to that label. I can see the first as being a nice little cosmetic touch; the second is a bit clunky, for it seems better to tailor content to your character's history and abilities, rather than an overarching label. On (2): Radiant Story tailors content not only to your character's
current abilities, but also to how your character's abilities have
changed over the course of the game. This seems like an interesting possibility. You might think that it would be interesting if two characters, both of whom have the same skills at level 40, were treated differently by Radiant Story because they started out with quite different abilities. But I'm not sure what sorts of differences between content this should give rise to. On (3): Radiant Story tailors content based on which skills contribute towards leveling up. But Skyrim already has some scope for this, for Radiant Story can simply tailor content to those skills that contribute more towards leveling up. This would produce different results from a major/minor skills system, for higher rated skills are not necessarily major skills. But the basic workings are the same.