I'm asking this because, as I've thought about the problem, and looked as truly great Stealth games (Alien Isollation, Deus Ex, and the single best Stealth game in history, Thief 2) I've come to the opinion that Bethesda's problems here stem from one main issue. Stealth is TOO Skill dependent.
There as a bunch of other issues with Stealth, from lighting issues to environmental design, but at it's core the problems stem from how enemies detect you, and this problem sems from the over reliance on the Sneak Skill to determine detection. This is very clear when you look at low level Sneak interactions (in which you're practically detected through solid objects just for breathing) and high level Sneak (in which case you can press your face against an NPCs nose and they won't notice you).
Because Sneak becomes the primary model by which NPCs detect, there's no real drive to update other systems to newer models or dynamics (which, you know, aren't 25 years old) which would decrease the value or impair the function of that Skill-Driven interaction. This leads to absurde things like NPCs detecting you through solid objects, unerringly tracking you regardless of where you go, detecting you like they have eyes in the back of their head, or even literally running into you and not noticing. All because things like Light Level, LOS, Cover and such take a back seat to an outdated Skill-Driven stealth system.
Ultimately, I don't think it's a coincidence that the best Stealth experiences come from games that have little to no RPG elements. That doesn't mean that you can't layer RPG elements into a good Stealth dynamic, but I have grown to think that the big problem is that Bethesda is simply approaching this problem from the wrong end. They're building a Stealth System around a Skill, whereas they should be building the Skill around a Stealth System.
Am I missing something? Is Stealth in Bethesda's games actually fantastic? Or do others agree?