Not true. Some perks can be levelled up, which I believe Todd said in one of his interviews.
Some. And as the gentleman above me pointed out, typically the only ones which were tiered in Fallout were skill-adding perks, which are relatively worthless in Elder Scrolls games.
But nobody complains about attributes...
At least we can hope that selectable perks depend on the skills used to level up.
Because the attributes were completely dependant on skills to evolve them quickly. If you wanted to max-out strength, you focused on strength based skills. Just like how in real life, you can practice "strength", there's no such thing, but you can do skills that increase it as a result (Sports, weights, trades).
Just like you could end up with a very smart character that has not used any intelligence-based skills.
Uhh... Not really. No.
If you did nothing intelligence related, you could only add one point of intelligence per level, which means unless you dedicated the rest of your character towards intelligence (In which case you'd be naturally intelligent to begin with) that wasn't happening.
If you select perks related to a particular skill, it will help you in using that skill, thus helping you advance in it and level up. No?
But again, there is a massive difference between putting the effort in to get good at something, and just ticking a checkmark off on a box. Huge difference.
We don't know that there aren't any racial-based perks, but since perks are based on skills, and skills are based on signs, that kinda shows they're tied.
Again, I worded that point wrong the first time around, refer to my second post.
Some skills in Oblivion were redundant, worthless, or just broken. In some cases, you could say they were broken beyond repair (*cough*acrobatics*cough*). The perk system allows for a more layered approach, instead of having a ton of completely separate skills that all level from 0 to 100 independently with use, you now have a set of 18 skills that level from 0 to 100 from use, and within those, you have related specializations.
You'll find that 99.9% of the time, in real life, if something isn't right, it isn't scrapped - it's fixed.
"One of your spark plugs stopped working so we scrapped your engine."
"One of the valves in your heart wasn't right, so we scrapped your heart."
"One of the tiles on your roof was redundant, so we scrapped your roof."
Armor needed re-working (Perhaps distance travelled in a particular set would help evolve that style, along with the normal taking of damage). Acrobatics needed to have a "Power-jump" ability added for rangers to hop up high, and then have it's base power reduced so you weren't always jumping to ridiculous heights accidentally. Those are about the only two I remember, and I thought of two feasible solutions in about ten seconds.