The thing is, if one goes too far in making a game cater to the truly hardcoe role-players, especially as a long-awaited installment in a series not quite known for such a style, over half the people once interested will no longer be.
However, if Bethesda stays their course, roughly, the hardcoe RPers can simply mod their way into RPing nirvana, while leaving the rest of us to enjoy the game as is. For the most part. Obviously something will irk us enough to warrant a mod or two, even right from the get-go.
Always bear in mind: It's a lot easier for a player/modder to take some aspect of a game to the extreme for their own personalized experience than it is for a game developer to try to please everyone. Myself for example, I have around 50 very powerful NPCs that I've added to Morrowind that pretty much break the rules when it comes to sheer killing ability, including a Dremora NPC who is set to 2.0 scale and covered in the armor of the Lich King, which the player has to slay in order to complete the Bloodmoon MQ, because he's guarding the entrance to Castle Karstaag. Then there's the fact that I've also removed the Constant Effect option in enchanting items (I lowered the soul values of Golden Saints and Ascended Sleepers), meaning any enchanted item I utilize to fight said Dremora is going to be rather... limited. He's also immune to everything but melee/ranged attacks, which are going to need to hurt him quite a bit to send his Animus back to Oblivion. Which I've yet to do, actually.
Not exactly for everyone.