I just wanted to throw one thing in.
I suggested Locational Damage before and I'm not just for the "body does some damage, head kills you" ones, I'm actually in favor of a really detailed one.
Also for effects that damaging a certain zone has, not just "HP damage modifiers", in fact I'm against using them as modifiers as a whole. Getting hit in the arm would not mean "you lose more/less HP", it means you bleed and depending on the injure more or less and your arm will be weaker. Getting hit by a strong force can break your arm. And also "organ damages", those being a "chance of hit" more or less though, however based on factors rather than just a random roll.
Anyway, the point is many people say "that system is too detailed/complicated", so I just wanted to explain why I think such a system is almost necessary if you want to make something believable.
While it may sound old I just have to mention the "kill someone by stabbing him in the foot" problem, it should just not be possible to do that. However stabbing someone in the foot would inhibit him from running or even moving too well giving you a advantage, hitting his hand with can cause him to lose grip on his weapon. Punching him in the stomach will exhaust him faster or possible even cause inner bleedings. Hitting him in the eyes with a fireball will not only hurt like hell but blind him and so on.
It's just that hits in the right spot will have appropriate effects.
Also there is bleeding which in my opinion should be represented by health loss, the more severe a wound is or if it hit a "vital" area (like a main artery or inner organs) it will bleed heavier causing more health loss and your opponent to become weaker. That way weapons don't do more or less HP damage, they just cause more or less physical damage based on how and where they hit.
Why is this important now?
Simply think of this, how would you do arrows? If they have very little HP damage they're almost useless, if they have a ton of HP damage they seem unrealistic, how could a arrow kill someone in full plate armor by hitting him in the knee?
If you have locational damage a arrow in the leg won't kill someone but definitely slow him down, a arrow that went deep into his guts will cause a strong inner bleeding that may cause your opponent to be severely weakened, maybe so much he'll give up.
Simply said instead of giving weapons ridiculously low or high damage values or armors silly protection values things can simply be based on factors that add up into values. Different weapons can cause different wounds, this would actually make a blunt weapon effective on plate armor since it can knock your opponent around harder and the blunt force would carry through the armor while a cut could not get through it.
This is another point, there are simply more factors to base a opponents actions on, when they keep up the fight and when they surrender or flee. Someone who's legs are slashed will simply not be able to run away anymore or stand up and fight, you could force him weapon drawn to surrender.
It simply allows you a lot of more fights that DON'T end in killing, and that would in my book at least definitely be an improvement over "kill only solutions".
And to clear up something in advance, no a hit in the head would not mean automatic death, a projectile still need enough force to get through the skull and a "brainshot" does not necessarily have to mean death, it can mean a fast KO though.
And a computer would have no problem with calculating all the factors necessary for this, it is not a pen and paper RPG after all, and the computer already DOES keep track of thousands of factors.
Anyway, I just wanted to clear up some points, I know while many people are for a LD system the detailed ones are still too "strange" for most.
But in my opinion it would add a lot. It does require to get off the "Morrowind/Oblivion did this" thinking, it DOES require to think outside the box a bit.
In my opinion there are a lot of things that need changing, drastic changing, otherwise we simply won't get over some problems. The level scaling for example, with the detailed LD system this simply wouldn't be necessary, you ALWAYS have a challenge this way. A challenge that wouldn't feel fake in my opinion, you'd always have opponents that are dangerous without making them harder, you simply become more ABLE to withstand them.
But I think this got way too long already, I just say it's something that should be thought through and not done off with "This is a RPG/TES, it doesn't fit". In my opinion it fits very well and could add a lot.
I agree 100%, maybe not on all the dangers you listed and how they affect you (mostly though) but the natural dangers as a concept, yes, those are definitely missing.