My self-censoring was genuine, I don't think moderators are here to destroy our fun.
I would also like your skills to have to be a certain level to advance in a guild, and I wish that guilds conflicted more, and had 30+ hour story lines. I want being the arch mage to be my life, and to drastically change the way I play. I want being the Listener to keep me busy, with nightly visits to the night mother. I want being the Gray Fox to include plotting schemes, and commanding two or three thieves to rob such and such a place, and to do it this way, and to leave a note saying this. I want being head of the Fighter's Guild to mean having to help defend travelers from bandits, and I want all of these (most likely to be procedurally generated) head quests to have their own little twists.
Also, I want every TASK to have a good and evil way of doing it, I want to be able to return the husband that I was sent to save with an empty coin purse and a black eye. Notice I used the word task rather than quest because I should be able to complete each section of multi-stage quests in different ways. There should also be morally gray decisions somewhere in the game, where neither gains you fame nor infamy, but just makes you think, and possibly look back on it and wish you'd done it the other way for unforeseeable reasons.
Also, you should have competitors, people who started in the same place as you (cell mates?) who have different goals in mind, such as buying a house, and each of the guys you start with has different moral characteristics (randomly determined, but no two alike), which leads to different ways that they would achieve these goals, and once they achieve it they get a different goal, and no two would ever have the same goals, and one would never get the same goal twice. Periodically they would bump in to you, and you could talk to them about how their goals have been going. If one gets an unattainable goal then they go insane. Sometimes they will get goals like "earn so much cash" and if they can't get it they may just show up and kill you for it. Also, they should have different skill sets which should be unrelated to their alignments (so a good guy might end up as an assassin type class). This idea was stolen from a previous thread and slightly modified, but I can't remember who said it.....
There should be skills that define your vital statistics, such as how keen your eye sight is, which would improve your accuracy with both a bow and on target spells, or how strong you are, which would improve the type of bow you could use (higher draw weight), but also the amount of damage you do in melee combat, and how fast you can climb.
The stealth needs to be improved (thief games), the magic needs more spell types and interactions, and spells need to take place in a specific order (like Morrowind), so that if I hit you with a spell that does 1) weakness to shock and 2) shock damage, the weakness would go first, and you'd get hit by a more powerful shock blast than usual. We need more locational damage, if I hit you upside the head with a child-sized hammer you DIE! (unless your a liche, or are using protect spells). Also, things need more secondary effects, if you get hit in the face with a fire ball, you're eye skill is damaged PERMANENTLY. You need to go to a chapel, or heal it yourself (spell or potion) to get it fixed.
Fame and Infamy should have more bearing on your conversations, no matter how much someone likes you, they would shy away if you were say wanted for a dozen murders, or they might be weak willed enough to be bullied into helping.
Speachcraft needs sub skills, like bluff, intimidate, flatter etc. Some are more susceptible to one or the others, and you can get very skilled in one without being skilled in the others.
Right now this is just a blob, but I'm trying to get a good, solid outline for all of the game mechanics, possibly including formulas down on paper.