Right. Pokemon have six attributes. Skyrim characters have three.
Each type has a set of base attributes, which define speed, hit points and two different forms of attack and defense (which is already more complex than Skyrim's system, right off the bat). Each individual has its own set of individual values that modify those base attributes. And each individual gains experience that adds to any of those six attributes, creating an enormous potential range, all of which is fully controllable by the player.
So a Skarmory, for instance, starts out with high base stats for physical defense and physical attack, average base stats for hit points, special defense and speed, and a below average base stat for special attack. However, a given individual might already have higher or lower stats for any one of those, depending on individual values and nature. Additionally, through deliberately seeking out specific types of experience, any Skarmory can come to have high stats in anything that started low, low in anything that started high, and anything in between.
That's both more complex and more dynamic than Skyrim's system, and that's even before accounting for all the complexities of type.
Pokeymanz can also perform a maximum of four actions, a far cry from what a Skyrim character can do. You can't completely discount the complexity that skills, perks, and equipment add.
My take on the issue is this: it does both. It streamlines the game by making it less complex and thus less crunchy. But at the same time this necessitates removing certain aspects of character complexity, namely damage potential, locomotion, resistance to various effects, etc. I used to be in the "[censored] attributes" camp but the more I see of the system the more I move away from that. I've stated repeatedly that the old iteration of attributes was terrible and I'm glad to see it gone, same with the class system. But attributes? The new system has three "attributes" which aren't attributes at all; they're resource pools that affect ability and what actions can be taken. (In the instance of health: breathing.)
I would have rather seen a new way to implement attributes. They already have the talent tree thing going with the skills, so why not apply the same thing to attributes? Ditch the earned HP on level and force players to actively choose to increase their health, thus making it so that squishy mages and thieves will remain squishy as a virtue of the system. From there you go to a three-way tree loaded out with tons of options for each archetype. Under the Warrior archetype you get damage bonuses, encumbrance increases, and the ability to boost the amount of health you get with each HP increase, which acts retroactively as well. Improve your base resistance to physical dangers, an all-encompassing trait that covers disease, trap damage, poison, bleeding, etc. Under mage? Same sort of stat boost bonus, as well as magic resistance, magicka regeneration, potion/scroll use efficiency and potency, etc. Thief? Reduction of stamina use for stealth -- yeah, I think it should use up your stamina to actively focus on shifting your weight appropriately and carefully controlling every movement, for gameplay purposes -- increased movement speed/jump height, dodge capability, NPC disposition, treasure chance, etc. This sort of approach would adhere to the virtues of the perk system, granting the player total control over progression and the satisfaction of seeing a discrete and immediate improvement in the area of their choice. From there you move on to the skills and pick a perk there just as before. It would very easily add a layer of complexity to the game and would stack with racial bonuses, such as Orcs and Nords having a higher base HP and boost value by default, Bosmer and Khajiit have higher movement rates, Bretons get magicka resistance, Altmer get magicka bonuses, etc.
Yeah, we can talk about birthsigns too, but that's a matter of taste, I think. The Guardian Stones can take their place and I think it fits with the new blank slate philosophy, so I'd keep it as-is. There should definitely be a toll for using them, though, or at least a limit on how often they can be used, like an in-game month or something. I don't know.