But... There are no perks at all. In Skyrim, there will be no attributes at all, and "only" 18 skills. Assuming we get 5 perks to choose from per skill (Novice, Apprentice, Journeyman, Expert, and Master), we get 18 * 5 = 90 perks. Let's do a magic flip of words; we now have 18 attributes (Arkania had 7+7+derived stats, very similar), and 90 skills (Arkania had 50). Why this flip? Well, in many cases skill would only determine the success rate. But guess what, we don't have a success rate - when did you last fail to cast a spell or mix a potion? So now we can instead have a skill (was attribute) that affects the power of a perks (was skill) outcome.
It allows them to setup individual setups that makes sense, rather than being forced to make peculiar perks that by many here are considered stupid. So if done right, it makes perfect sense to me to drop many of the existing skills and introduce new ones, where perk effects are driven by the skills value. Take light and heavy armor. Why should these be skills? Let them be perks that are driven by skills that used to be called stats.
It is a setback from "increase skill by (ab)using", to a more generalized "increase effect of perk by using its skill". It's easy to come up with a tonne of skills, but a nightmare to come up with fitting perks for them. Where Arkania used 3 stats to govern a skill (remember it had a lot more), Oblivion used only 1, probably to make it easier for the player to comprehend.
One problem I have with perks is in the magic system, how it works today. I don't understand why becoming better at Illusion, I get access to better spells with the same effect I already knew just more powerful. I would prefer that when I'm a Novice in Illusion, I get access to the effect Light, and it's effect and duration is controlled by the skill. So at high level, I have the same spell but is now much more powerful. If we have 5 perks of Illusion, we can instead get access to new effects within that school, grouped into perks.
85 spells in 5 schools gives us 17 spells per school. That's too many to deal with using perks. Feels better to me to learn and study a new set of effects that fits your achievements within a particular school. I.e. illusion at novice you get Charm, Calm, Demoralize. At apprentice you get Frenzy & Rally. At Journeyman you get Silence & Paralyze. At Expert you get Chameleon & Invisibility. At Master you get Commanding Humanoid and Command Creature. Which one seems easier to learn, Charm or Command? You still get to improve your cheap Charm spell by increasing skill, but if you specialize more into Illusion (by adding next perk level), skill will increase faster and get you new effects. Some skills might be locked into this difficulty approach, where others may let you choose more freely, and some go for a perk tree approach. All or none may be applicable, we simply don't know yet
So unless the perks end up being completely nuts and unfitting, I'm willing to consider the whole system just as before, but simply relabeled.