1. Eating, sleeping.
This is really basic of course, eat enough and regularly and you won't have any negative modifiers for stats/fatigue. Similar for sleeping, but a nice downside of not getting enough sleep would be taking longer to learn skills. So to advance your skills and levels, you'd have to be well rested, and of course leveling up would still happen while sleeping. This shouldn't be too hard to add to an ES game, as it's already done in a fallout game. There has to be a big gap between feeling the negative effects and dying of course. It's a tool to change your behaviour, not a challenge to stay alive.
I like Daniel_Kay's suggestion. A mode where you have to eat/drink/sleep.. but it infers
bonuses when you do. After a while of not eating/drinking/sleeping, you lose those bonuses, and a while later still, you get into negatives.
I like the idea in principle, but the reality is that games crash. Often. It would really svck if the game crashed, causing you to lose a bunch of hard work because you haven't had a chance to get to some place you could rest/save. And sometimes, people like to make saves then go off and do something completely out of character, or something else of interest, that you don't want your character to "officially" do.
6. No magical compass.
This is a very basic thing. Let people look for where they need to go, and only give hints, map markers or a compass point when it's absolutely necessary. Also, if you haven't discovered a location yet, don't let it show up on your compass. You'll only know that there's a cave somewhere on the map once you actually look at the entrance. Before that, it doesn't show up on your compass. It would make looking for mines, camps and caves a bit more interesting hopefully.
Not too sure about this. Although the distance to some place appearing on your compass should be shortened, there would be cues a person could pickup on to tell there's something nearby, without actually seeing it. In Daggerfall, you could "smell" when you got near dungeons, and adding a bit of directivity to that wouldn't be that far fetched. It could perhaps even be a tracking skill... at low levels, you only smell something vague. At higher levels, you can tell what type of dungeon it smells like. Higher still, you can tell which direction it is. Cities and towns you could hear before actually seeing them. Though some places you may not notice before actually seeing it.
8. Optional - different starting location.
Not everyone wants to start with a long tutorial section that svcks you into the main quest. It would be cool if there's a more neutral and simple starting location somewhere else, and a quest would be added to get you into the main quest if you want to do that. This different starting point would also be more suited to RPers.
The tutorial dungeon should definitely be optional. I actually liked it in Oblivion the first time.. being stuck underground, working my way through the cave system, having the type of character be decided depending on how I play (with an option to override later), then eventually move into a sewer system, before getting out and achieving that sense of accomplishment, and realization that the game has just barely started... along with the awe at the scenery. But it quickly lost its charm on subsequent play-throughs.
I don't much care about different starting points, as long as mods can easilly handle it. Because even if the game has a bunch of starting points, there'll always be people who would like something else.
My new suggestion that I just thought of is you should be able to delete your spells when you no longer need them.
I'd more like the ability to sort them better. That goes for the inventory as a whole. Custom sorting capabilities. If different classes of spells could be sub-grouped, it would make going through them quicker, and you would have quicker access to different tiers (eg. Defense is one tier up from Protect, yet they're listed far apart from each other; and sometimes you want to keep older spells around in case you don't want to waste the magicka for the strongest version you have, or don't have enough magicka to cast it, but you could cast a weaker version).