The mysticism SCHOOL was removed; they didn't mention whether or not the spells have been. It sounds like they just rearranged what schools certain spells were in because "the magic school of mysticism" sounded redundant (Todd Howard's own words).
Ehh, my guess is that not only were some of the spells moved around, but some may have been redundant. Enchanting is it's own skill, my guess there will be a different mechanism than soul trap this time around. Would you really waste a hand on soul trap during combat? Detect life could still be in there as a spell but my guess is that the improvements to the environment, immersion, and combat mean that the way you interact and notice enemies will change with the increased draw distance and graphic fidelity. I'll leave the other spells alone but I think there is something to this.
Oh, but we have. So far we are sure about the magic skills and one-handed, pretty sure about smithing and two-handed.
I'll try a set that would work with attributes, and an idea how they still might be in the game.
Strength: One-Handed / Two-Handed / Hand-to-Hand
Endurance: Smithing / Block / Athletics
Agility: Sneak / Security / Marksman
Personality: Illusion / Speechcraft / Mercantile
Intelligence: Alchemy / Conjuration / Enchant
Willpower: Destruction / Alteration / Restoration
Speed has been removed, sadly. But it only made sense for Athletics in the first place, and when combined with Acrobatics, it could just as well be governed by endurance.
I'm not even going to try to guess how the skills affect how we level up, but my guess is that either we will not be assigning points or there will be a system that works far differently than the +5 facepalm in Oblivion. You have a point about using the attributes, which I think are still in there somehow (maybe, as far as I know they haven't mentioned them and it almost makes me think they have been highly altered, removed, or are still a work in progress).
However the Speed thing makes a lot of sense, because Todd Howard said that the way you interact and move in the environment has changed a lot. With the addition of sprint, my guess is that the default movement speed and sprint speed might not even change much at all. That would keep the environment scale consistent instead of making it a game-long goal to be almost as fast as a horse. He also said that the environment is bigger in a very different way, which also supports the idea that the scale of the world and the way you move might have changed a lot, possibly meaning you'll walk more often and jog more slowly, and spend more time pausing and vigilantly scanning the environment to watch out for ambushes and creatures.
Keeping things like movement speed more stable allow the dev team to design more complex level designs due to less problematic scenery placements and more interesting environments, as well as insuring that the movement flow in combat stays realistic and balanced. If you can move extremely quickly in any direction by the end of the game, it's hard to imagine the back-and-forth update to the combat feeling smooth. So that also backs up more consistent movement, making speed irrelevant. I don't know what jumping will be like but I assume the same, they said every environment you see can be traversed and this backs that up as well.
I am not really sure about the attributes, but since I know perks exist, and thinking about their design application is the best window available right now to anticipating the skills. Due to the addition of the perks, I expect the skills to be a bit wider in application and as a result a lot of the names might change. My example is Sneak, which could be changed to Stalking or Concealment. I'd imagine that in the outdoors it would be better to move a bit quicker than traditional sneaking, while remaining silent and being able to pause, hide behind boulders, etc as described in the GI article. In fact, it might be better to carefully navigate the environment and watch out for enemies before setting up traps and getting enough distance and cover to take them out from afar. However, perks could range from a chameleon effect, to increased damage for attacks, silent running, to concealing your tracks when you run away. There's still a lot that could change with skills, so even close guesses could miss the point of the revised skills.
Here's my new version, throwing out Dragon Shouting because I expect a lot of the dragon words to be permanent boosts to the ones you have already (what would be the point of more than 10 or 15 ability shouts since you'd have to switch between them).
One-Handed Weapons
Two-Handed Weapons
Ranged Weapons
Armor
Block
Destruction
Conjuration
Alteration
Restoration
Illusion
Smithing
Enchanting
Alchemy
Security(w/Traps)
Crafting/Labor/MYSTERY
Perception
Sneak/Stalking
Persuasion
Acrobatics/Evasion