Slower than anything in recorded history.
One of the worst render engines of the 21st century. That, or has been used by a record number of games with the programmers making the textures. Specular should never have been allowed.
Fast on low settings, slow when it looks good. The best example out of the list, though.
Deferred lighting is appropriate in a few situations, mainly when you absolutely have to have more than 8 lights (you can also do multi-pass rendering and not worry about deferring the process) or need specialized effects beyond what traditional lighting can do. If you were to implement full global illumination, true ambient occlusion and maybe subsurface scattering, the the work to do deferred rendering would be worth it. With what Morrowind has, there's just no point. Adding more than 8 lights would also take scripted management of some kind, which would be a right pain to add. Either way, this would be easier to do in MGE where there isn't a code-size limit and it doesn't have to be written in assembly.
And distant land can already be lit, without terribly much work actually. A per-vertex lighting shader is easy to write and could be added to ingame.fx, if it's not in there.