If this is the wrong place (I didn't see a dedicated forum for suggestions) for this kind of thing, just let me know or move the topic. I promise I did make some effort to look.
With that out of the way, on to my idea. I've played various RPGs over the years, tried different combat systems, and even played in several DND groups. I know what I've enjoyed, hated, liked and disliked. I think the next Elder Scrolls game (I am, of course, excited for Fallout 4 too) could benefit a lot from implementing certain features or mechanics that other successful RPGs (and even just action games in general) possess. To be specific, the combat mechanics. I think Skyrim's combat system was a vast improvement over Oblivion's, (and that was on the same generation of consoles!) but still had room for improvement. I believe, especially with Fallout 4 to improve off of, that the next Elder Scrolls game can only improve from there. And perhaps, to help the devs along that road, my humble opinion on a few combat mechanics may be of some use.
I call these new mechanics Combat Maneuvers. In short, they are intended to make combat more challenging, strategic, and most importantly, fun. Please bear in mind, I know some mods have already implemented similar features, but not quite in the way I am going to describe, nor do I think any modder can make a feature like this as good as the devs themselves could, especially with next gen technology.
Combat Maneuvers encompass a few main things- Dodging, Parrying, and Exploiting. What the hell do those things mean, in this context? Well, I'll get to that below, in detail. Just bear with me. Firstly, these could either be perks or skills, depending on how the next game decides to approach leveling and Character Progression. These maneuvers could, in my mind, be used by any member of the combat triangle (Mage, Warrior, Thief, or any combination) but some may be more successful than others.
Dodging- Dodging is really just how it sounds. If any of you reading this have played the latest Thief game, or at least seen gameplay for it, you may know what the shadow dash looks like. A quick leap to the side. Although it's purpose in Thief is mostly for sneaking around, I think this mechanic could be adapted for use in this game (I will be talking about ES6 as if it's already in development, for the sake of clarity). This dodge would NOT make you invulnerable and it would not take you quite the distance Thief's dash does. It is simply a way for a lightly armored warrior/thief to reposition themself or dodge an incoming strike. This maneuver would cost stamina, of course, but how much is up for debate. Again, any type of fighter could perform this, but the effectiveness depends on whether you have spent perk points into it, as well as what type of armor.
Parrying- Also how it sounds. You parry the opponent's strike. There would be a unique animation for this. Nothing fancy, just knocking aside the blade, or deflecting it (Think Witcher 3's parry animation). Basically, right before the strike hits the player, (the window of time you have to "parry" could be smaller depending on the size or type of weapon you have out) they have the opportunity to block and negate all damage from the strike, at the cost of stamina. Someone who is not fully trained in this would be (perhaps with only one perk point in it) set off balance, and take a larger stamina hit. All playstyles should be accommodated for here (except, of course, the full-mage. No way to block with two fireballs out), but depending on how you've specialized your character (perhaps more points in strength than agility), one playstyle may be more effective than others. Since I am a big fan of the Monk type character, and believe Bethesda should include it in the next game, I think monk-type characters should be able to parry too, but only with the parrying "perk" maxed out. They could simply knock the blade aside with their palm, or it could show as a duck if that makes it easier to animate.
Exploits- In combat, mistakes happen. Either a strike misses, or a character loses his or her footing (knocked off balance, read above in "Parrying"). The player or their opponent should be able to punish eachother for making these mistakes. These could be anything from simply getting a quick unblockable (but perhaps dodgeable) strike in, to disarming your opponent. This perk would likely be under some kind of "Dirty fighting" category if there is to be a perk tree in this game. This is not something every character can use, only if they have put perks in it, To clarify, Parrying works for anyone, but works better for those with higher strength (or perhaps agility, depending on what Beth decides to do) and for those who have spent perks into it. Exploiting would work differently. Only those who specifically focus (To some degree) on it should be able to use it. I imagine that with one perk point invested, your next strike (Within a very short time frame, practically immediate) would deal double damage. With two invested, you can unbalance your opponent with a quick weapon bash OR deal the double damage, but not both. With 3 points invested, you can attempt to disarm your opponent. This could be an opposed agility RNG roll, or simply a guarantee. Again, you can use either of the other two features instead, but not one after the other.
So, thanks for reading this wall of text. Hope someone else thinks these are good ideas. I know this may seem complex just from a first glance, but really, I just tend to ramble, and that takes up space in the thread. These ideas would really not have to be complex. It's as simple as a dodge button or combination of buttons, blocking right at the last second to negate damage, and exploiting an opponent's mistakes at the touch of a button.
Thanks again, folks!