Well you have the basics down, but you're slipping up in lots of small ways. I can't point them all out and allot of them are about nuances, but here are the major points.
I'm aware that I'm redefining some things here, since the point is to establish a slightly different creation story which explains a bit better what's going on in the present. I'm bound to step on a few toes of established creation lore, but my hope is that this new story rings truer and reconciles more disparate elements than any established one. Since I'm not a loremaster by far, I might fail at this. But since the devs probably welcome variety over dictating "this is how it happened", at the very least this could be the equivalent of another book gathering dust in the library of the Ysmir Collective.
In http://www.gamesas.com/bgsforums/index.php?showtopic=820329, I'm thinking of making this the worldview of the Falmer before they were exterminated, interbred, and lost their culture and civilization. I'll probably just hint at this by a few almost indecipherable inscriptions. I agree with another post around here: having a bunch of Falmer ruins on the surface of Skyrim would be absurd, given the history of genocide between the Nords and Falmer, and the Nord attitude of wiping them out even after death in
Fall of the Snow Prince.
In your first post you mention that the Doom Stones control change, but there is nothing to suggest that is what they do. As far as we know they're enchanted rocks.
Agreed, the Arcane University lectures seem to say they're pre-road waypoints. I was inspired by the crystals in the Shivering Isles to connect them to a deeper purpose. In any event, this isn't key to the theory.
In your second post you mention that Lorkhan was a Daedric Prince. The difference between Aedra and Daedra however is typically defined by their part or absence in the creation of Mundus. I assume that you are confusing it with alignment to Anu and Padomay.
Since I'm writing a creation story, not parroting or consolidating the ones already out there, I'm redefining what aedra and daedra mean. I don't think I'm too far off though, because (1) Lorkhan's lieutenants did help create and stabilize the very changeable proto-Nirn, and (2) all of who I call aedra (the lieutenants and their descendents the mer) are I think considered aedra, at least by the mer. I do exclude men (and probably hist) from the aedra category, considering men truly mortal. Not sure yet where to put the hist, they'd be very close to aedra, but definitely not divine. Maybe the descendents of one of Lorkhan's lieutenants, a treant archetype instead of a mer archetype.
There also is no such thing as 'the wells of Oblivion'. Only the the Seducers and Saints have these wellsprings because Sheogorath created them and they act like a beacon, not so much as a point of origin.
The idea that they (and Umaril) are connected to a Daedra isn't that far out though.
At this point I'd like to retcon "wells" to "waters". I meant to refer to the place where the souls go when killed or banished, and I understand that the Wells just guide a daedra back to reincarnate in the same place. My point in the story is that the original aedra were daedra who lost the ability to go to the Waters of Oblivion and return. Lorkhan took this radical step all the way (even allowing himself to be dismembered and effectively dead), to make Dawn's Beauty more changeable than any other plane, since he himself would not be around to hold it back with his unchanging nature. (One of the rules of being a Daedric Prince is that *you* can't change your Plan. This still leaves room for the remaining Princes to change it for you (eg, Shivering Isles), if nothing (eg, Akatosh) prevents it.)
You also mention that all people try to become gods to restore their immortality, however there is a distinction in this. It's described in 'Spirit of Nirn' and comes down to the point that Man and Mer have different idea's about the world. While both might entail immortality, both are radically different goals.
I'll have to read this. So far I've heard mer want to whack the world (and especially Lorkhan's men) to transcend it and be divine again in their lost Aldmeris (very consistent with my creation theory, being descended from once-daedra divines). Men just don't want to die and lose their souls, without any special sense of entitlement or racial loss.
In your third post you mix up on the creation. Anu and Padomay create the Aurbis, but it wasn't boring. Things were coming into existence and dying all the time. Much like the mortal world is now and Vehks teachings actually note that this is what Lorkhan yearned to return too.
The kind of boring I meant was arbitrariness. The flickering electronic snow on a blank arial TV channel is boring, not because there's nothing happening, but because there are no coordinated (if ephemeral) patterns to look at.
Then Akatosh/Auri-El came about and created time. This caused the et'Ada to be immortal and as a result the et'Ada could life long enough to split the Auribis into realms made of Void and realms made of Magic. Occasionally they destroyed a few on each side, but this is what Lorkhan thought of as boring.
This changes a bit. Magnus and Akatosh still show up after the Princes, as manifestations of the Duality. They consult the Princes and split the Auribis by the Plans of the Realms, but all are on equal footing, all a blend of Void and Magic, as is the Duality.
edit:
anolysis of your previous purchases at Lore.com have shown that you might also like:
http://www.gamesas.com/bgsforums/index.php?showtopic=732348&st=40&p=10627645&hl=Aedra%20%20%20lairsentry10627645
http://www.gamesas.com/bgsforums/index.php?showtopic=646953&st=0&p=9388991&hl=Aedra%20%20%20lairsentry9388991
http://www.gamesas.com/bgsforums/index.php?showtopic=714862&st=0&p=10316539entry10316539
Will read, thanks.