I understand where you're coming from in the OP, and can agree with you on some points, but there are two in particular that I really don't agree with and would like to touch on.
Also, the attributes are no longer needed as they are somewhat incorporated in the skill leveling. If attributes would have been still in the game, everyone would level the attributes that are needed for the skills they use. If I was a mage, I would be leveling willpower and intelligence, a warrior would be leveling strenght. People like to believe that they had many choices, but no, it's not like that, yes you had the freedom to be a warrior leveling your intelligence to 100, but what sense would that make?
I agree that chosing between health, magicka and stamina is not perfect, I would have tweaked that somehow, i'm not sure, but let's face it, ATTRIBUTES are overrated.
The x5x5x1 or x5x5x5 leveling system only became explosively popular in Oblivion due to the bass-ackwards level scaling that effectively mandated your player become as power as possible as fast as possible. It still occurred in Morrowind, but to a lesser extent and the only really big culprit of it was Endurance. I think that rather than remove attributes alltogether, Bethesda should have taken a step back and found a way to apply them more effectively in a way that didn't necessitate (or perhaps even allow) things like x5x5x5. Utilize more of a D&D styled attribute system, with a smaller number scale and only one attribute point every level/every few levels.
As for the whole "leveling attributes based on archtypes", I think a lot of RPer players here will say that they've made a character based around a concept rather than practicality. A high agility/intellect/personality, low strength/endurance Duelist-type character, or a high strength/wisdom, low intellect/endurance Warrior-Priest. The point is that the attributes had an impact on playstyle far more than simply adding a bit to either health, magicka, and fatigue, and they had RP merit, as well.
Another thing that people likes to forget, is that we chose 1 perk per level.
Now that's a real decision we are making, as it really changes the gameplay unlike attributes and major skills. It is the perks that let you customize your character, and there are a lot of them.
I've never liked this argument. At all. The way the perks have been designed do not present a meaningful choice of any sort for the player. 9 times out of 10, the only choice for taking a perk (that the player utilizes the associated skill for, mind you) is "take this and be better, or don't take it and don't be better". Look at a sneaky character who DWs swords and a bulky warrior who DWs maces. Aside from the weapon choice and maybe the stealth character not taking as many points in the power attacks, there's hardly any difference. They're both going to take all the DW talents, 5/5 armsman, and 3/3 for their weapon specialization, unless they feel like deliberately gimping themself for virtually no reason.
I'm not saying that I want attributes over perks. I'm saying that I'd like to utilize them in conjunction with each other and have my choice of perks to actually be a CHOICE rather than just "I'm using heavy armor, so I'm going to take literally every single perk in the whole tree because they either all help a lot or are a prerequisite for one that I want." I also would like to see perks actually have a dramatic impact on how you play (Which is something Bethesda promised and didn't live up to.) Currently, the only perks I can think of off the top of my head that add a dramatic change in how you play would be dual casting perks (Do I want to be mana efficient but weaker or do I want to waste mana just for that extra oomph?) and the perks that add new types of attacks (Shield charge/charge attack, power bash, etc).
For a good system that utilized both perks and attributes, as well as being the game that TES and pretty much every other modern day RPG gets its roots from, look no further than D&D. Attributes were there to allow access to different perks based on RP-sensitive context (Needing a higher Dex and Int for some special weapon attacks that would require too much finesse for a barbarian brute) as well as provide an impact on how effective the player was at certain tasks. Perks were there to really flesh out and add unique things to each character (Being able to cast spells with armor on, being able to use a 2h weapon in one hand, new attacks like knockdown, disarm, and riposte). Granted, I don't want to necessarily see those specific perks appear in TES, as some aren't very befitting of the Tamriel, but the overall concept of "This changes how you play" rather than "This makes you do more damage" is what I want to see in perks, because that's kind of what we were told would be the case.