1. Fatigue playing a far more integral role in combat success (or success at anything else that involves physical activity and/or concentration). Doing anything with zero or almost zero fatigue should be next-to-impossible.
Thats work in Oblivion but instead of critical miss its apply minimal damage to strike, its not affect magic trough thats bad flaw.
Thats mod I use in different combinations for making fatigue more important also http://www.gamesas.com/index.php?/topic/1175613-alternate-gravity-encumbrance-system-and-alternation-school/
Affect combat gameplay
SM Encumbrance and Fatigue
http://www.tesnexus.com/downloads/file.php?id=12074
Realistic Fatigue
http://www.tesnexus.com/downloads/file.php?id=10925
Fatigue Effects
http://www.tesnexus.com/downloads/file.php?id=20850
Fatigue and Sleeping
http://www.tesnexus.com/downloads/file.php?id=19501
SM Combat Regen
http://www.tesnexus.com/downloads/file.php?id=29095
SM Hand Combat
http://www.tesnexus.com/downloads/file.php?id=18834
Affect Magic gameplay
Audacious Magery
http://www.tesnexus.com/downloads/file.php?id=25844
Sorcerys Toll
http://www.tesnexus.com/downloads/file.php?id=20000
Fizzle
http://www.tesnexus.com/downloads/file.php?id=25616
2. A return to Morrowind's gimping of weapon damage if the player doesn't allow the weapon to fully draw back (note that this is separate from power attacks).
3. The actual speed of a weapon's swing being dependent solely upon the player's skill with that weapon.
Well I use some options from an russian mod KEa http://www.tesnexus.com/downloads/file.php?id=7228 it has customizable ini with options and add weapon momentum so some weapons slower and its depend on player strength, weapon weight and player skills, as well I use
http://tesalliance.org/forums/index.php?/files/file/514-duke-patricks-combat-archery-32/ draw bow burn fatigue more time to draw more speed for arrow, slow arrow deflected by armor.
4. Different styles of attack that are controlled by player motion when attacking.
Hmm something like in Daggerfall or like in Mount & Blade?
You need check MERP&Blade combat at youtube
Basically, let's define what it means for the character to "miss." If the character has missed, then the NPC has likely successfully dodged or blocked. Let's say that, in this example, our formula determines that the NPC manages to dodge. This has either happened because the NPC in question is incredibly agile or swift, whereas the player character might not be, or the player's swing (via weapon skill) was fairly slow and inexperienced, allowing the NPC to anticipate the swing and move, or the NPC in question was rather lucky as compared to the player. Either way, the formula has determined that a dodge should occur, regardless of the reason.
How does this dodge happen, then? Instead of Morrowind's "blade swinging through solid object" or an animation providing a mask for "blade swinging through solid object," an AI package will be enabled on the NPC, telling them to retreat in a given direction immediately. The direction will be determined by the type of attack the player is about to engage in; the NPC will move in the opposite direction, or the direction that will be the hardest for the player to reorient towards (with some randomization). Keep in mind this is all happening right as the player clicks their mouse button to attack.
So the NPC retreats as the player swings, thus giving an actual, tangible, physical and sensible explanation for character missing, one that still has its foundation on dice-roll mechanics and yet is devoid of its unexplained occurrences and isn't a slap-on fix. But our scenario is not yet perfect. What if we have a player who has experienced the game long enough to develop his player-skill enough to successfully reorient his attacks and hit the NPC anyway, even though they dodged? This is what I think should occur. If the player manages to accomplish this feat and overrides the character skill (rather comparable to how an experienced player can unlock any lock in the game regardless of skill in Oblivion by working with the system long enough), then the hit should still count, but the total damage should be cut to around 1/8 or 1/10. After all, the character-relevant skills determined a specific outcome should have taken place. Yet the player is still getting somewhat of a reward for overriding that outcome with player skill, just not near the same reward as what would normally be there.
This is what I imagine when I think of possible future combat in TES. Character-skill dice-rolls given form by short AI packages. While this example only highlighted a "dodge" roll, block and parry are just as feasible, as are other, more complex uses of AI driven by skill/attribute formulas.
Well another great mod by Duke Patricks
http://www.youtube.com/watch?v=Q-d6eS4159c
Some features like in thats video used in http://www.tesnexus.com/downloads/file.php?id=15103 what I use
As well there is Documn mods thats I use
Doc Block Recoil Stagger
http://www.tesnexus.com/downloads/file.php?id=35933
http://www.youtube.com/watch?v=-epmBNmbyRU
Stagger is applied when it have all needed conditions
Doc Dodge
http://www.tesnexus.com/downloads/file.php?id=28318
Something thats work as by Duke Patricks - Everyone Or Just Vampires Now Bob And Weave mod but for player.
Giants use strikes from http://www.tesnexus.com/downloads/file.php?id=23541
So thats still dice rolls since RPG mechanic applied but they are not just miss strike when physically we strikes true an enemy
Also about Sanctuary spell from morrowind I use another mod by Duke Patrick's its Combat Magic
http://www.youtube.com/watch?v=3LLGoyUMX2I
http://www.youtube.com/watch?v=ZTOynB6Z-Rw
Its add more adrenaline to magic so its work more like swordplay, One of spells its Ghost Dodge and for me its great alternative to Sanctuary.
As well as some other mods by Documn
Doc Magic
http://www.tesnexus.com/downloads/file.php?id=23813