I hope that you propose an increase to the number of skills you can take in TES V to go along with your system of having a ridiculous number of skills.
Daggerfall had that many. TES II handled that many skills by allowing the player to choose three primary skills, three major skills, and six minor skills. So, in all TES games (other than Arena where you didn't pick skills), you are able to choose 1/3rd of them.
And I have to question the wisdom of some of your ideas for skills. Having both Medical and Restoration? Either one will end up hopelessly inferior to the other, or each will become pointless because the other is interchangeable with it.
Restoration might be getting absorbed into Thaumaturgy, I'm mulling that one over. But yes, I feel not everyone should be required to possess magical powers to help their healing. Medical allows for this.
Diplomacy, Etiquette, and Streetwise? You realize that Speechcraft was already fairly useless in Oblivion as it was without forcing you to waste three skill slots on it, right?
Why worry about Oblivions way of doing it?
Thaumaturgy and Conjuration? I may be misunderstanding the meaning of Thaumaturgy, but, if I'm not mistaken, it's just long-term summoning. Seems pointless to have two Conjuration skills.
Thaumaturgy doesn't involve summoning. Thaumaturgy and Daedric would kinda be opposites in the game.
Theft and Sneak? The system of pickpocketing with Sneak skill worked just fine in Morrowind and Oblivion; if there's nothing wrong, don't try to fix it.
It didn't work well, and you shouldn't have to be a sneaky person to be a thief. Crouch-walking around a small store doesn't help you steal anything, it makes you look like you want to be caught.
Shield and Block? What's the difference; why do you need two skills to cover the same thing?
There is just shield. Blocking will be handled by the weapon skill if you aren't using a shield.
While I'm glad to see your propensity for wanting to force people to take ridiculous numbers of weapon skills just to have any amount of versatility is matched by your desire to do the same to mages and stealth characters, it is possible to take complexity too far. Forty skills? That's kind of excessive.
I rarely even take two weapon skills in a TES game, but a list like this makes it attractive to take more.
That, and I just don't see the need for some of the skills you propose; Equestrianism? Horseback riding was fine in Oblivion, except the lack of mounted combat. It didn't need a skill to govern it.
Dodge? The arrow keys or thumbsticks (depending on your platform) aren't good enough for you?
What was fine about it? I hear a lot of complaints concerning this.
Character skill. The character doesn't have arrow keys.
Outdoorsman? What would you even do with that?
The skill of wilderness survival. This skill increases your speed and extends the reach of your logistics when traveling or fast traveling. You can build basic shelters for the climate type, fleche arrows out of wood, get more meat and pelt from animals you kill, build more efficient fires, have greater ability catching fish, be able to avoid ambushes better, track enemies and animals to a greater degree, and conceal yourself in the wild. Characters without this skill will be better off staying in inns on their trips, and traveling in larger groups.
There's an ideal balance between streamlining and complexity when it comes to skill systems. Oblivion was a bit too simplistic for my taste with 21 skills, and Morrowind was fairly close to the mark with 30.
I think the system is straightforward enough, and it gives you a good level of choice and customization.