Well you made a lot of points there, I'll try to give some constructive suggestions and ideas for ALL of them:
-Even more skills were cut:Instead of just bringing back the old skill lists make a NEW one, there ARE a lot of skills that are unnecessary or, in the current state of the game, relatively useless while others are simply missing.
My call is combine them where it makes sense, split them where it makes sense and add new ones where there was something missing.
-Even more factions were cut:That is true. A way to make that better is to instead have one solid line per faction is have smallers quest chains that can tie into each other but also other factions quest chains.
-Fame/infamy instead of social groups and dispositions:Definitely needs improvements there but this also requires a BIG improvement how NPC personalities work. So far they ONLY have a stat that determines when they attack you, how are you supposed to build a social system on that alone?
-There is still a skillset, but no ability to fail in anything:There are a lot of alternatives to just having skill failure, ones that don't feel fake and still reward leveling.
-Spells become useless very fast and cant be removed.:Definitely needs improvement, one of those "WHY IS THIS SO HAD TO GET RIGHT" points.
-Spells dont gain power from your level/skill, unlike enemies:Personally suggest a spell charge system where higher levels allow you to charge more efficiently and effectively stronger than at low levels.
-Even further simplified character creation, expect for the VISUAL part:Agreed, needs more depth. But again, DON'T just say "bring back a old one", make a NEW one that actually fits.
-Build-in walkthrough and GPS with no alternative:There should definitely be improvements there but I wouldn't scream "remove it completely".
-Trying to solve quests by any other means they intend, is punished:That was a HUGE problem, only sometimes it was possible to have an alternative (for example, once managed to disarm Umbra and take the sword before she could get it, ending the fight). Why could you never just TALK with some people?.
-Few discussion topics with NPCs. No asking for directions or specific info on anything.:BIG room for improvement here, not just more topics but also being able to choose HOW to talk with them.
-One hour loitering for full health:There should be a difference between resting and waiting though there CAN be some regeneration while waiting too as your character can treat his wounds in that time.
-Too many heal potions everywhere:True but I'd also say change how healing potions work, they're NOT health from nothing. That combined with a complete overhaul of the health and injure system.
-Heal potions can be put behind a hotkey, and you can use as much as you want (almost like godmode):Uhm, why exactly should you NOT be able to hotkey them? Saying "no, you can't" would be a artificial complication.
-Every character begins as a spellcaster:In my opinion even mages should start out as barely being able to perform magic, though I'd suggest a COMPLETE overhaul of magic.
-You can't make a character with a weakness, disadvantage or a lower attribute :That system could see a return after a overhaul.
-Skill perks that make whole game elements absolete (like noisy boots):Didn't like skill perks at all as they felt artificial and forced in. They could still be present in a way but, again, greatly overhauled and not canceling out game elements like this.
-You REGAIN fatique by running:Well you don't regain it BY running but WHILE running. You should still use up fatigue while running but not as much as you did in Morrowind.
-No sleeping in an 'owned' bed even if the owner is long dead and no one is around:Again a "why is this so hard to get" point. You should be able to rest in other peoples beds and houses when you're either allowed to or nobody catches you, however NPCs where not dynamic enough as well (people noticing a person went missing and send someone to check the house).
-Spells are learned every 25 levels, and after that they never fail:Once again, I'm against a strict failure system but the 25 levels steps where a horrible idea, it allowed no dynamics at all.
-Still no climbing, kicking, dodging, wound treatment or critical strikes:Would add those save for "critical strike", that should be bound into the weapon skills themselves. After all why do you learn to do a "critical" hit with a dagger by training with a club, they work completely different.
-No levitation, passwall or about a dozen other spells:A lot of spells should see a comeback but in different ways and overhauled.
-No area around caster spell effect:Would be interesting to have but in different way maybe.
-No cast when used items:Was boneheaded to remove those.
-No spears, flails, crossbows, thrown weapons or combat staves:Design laziness, plain and simple.
-Still one person can collect all the daedric items and they never vanish:I don't really see the problem there, getting them at all should not be the problem but HOW to get them should pose more of a challenge.
-Very little different clothing:Again design laziness.
-Merchants have infinite amount of gold but they hand it out only 1000 pieces at a time:Money should be more limited again AND there should be a big overhaul of the trade system.
-No more trading items:Again, BIG overhaul of the trade system necessary.
-Every stolen piece of junk has a stolen item tag on them:I'd suggest my "stolen items radius" idea, selling a potato you stole in a store across the street to another one, no problem. Trying to sell a fancy, valuable parade armor can be hard even a few towns apart.
-Moving someones fork can lead to a mortal duel:Plays into NPC personalities again, they simply just had one base and that was FAR to little.
-Rich people have nothing worth stealing in their houses:Plays into design laziness again.
-Main quest is basic good vs evil and chosen one saving the world:Clich? fantasy stories are just easier to write, just saying "the evil from hell" doesn't need any work to actually establish the opposing side (one reason why I don't like WW2 games and movies, you don't even need to build up any kind of conflict anymore).
-Daedra are further demonized while they still were interesting in Battlespire for example:This was quite evident as, as far as I can recall, they even once in an interview said "you fight against oblivion which is essentially HELL".
-Gore, and childish sixual jokes but no real maturity, like gray morals and decisions:Seriousness is a big point but sadly kinda banned topic here on the forums.
-Some quests have obvious hoaxes versus the player, but you have to act stupid to get the quest done:Same as the "no real alternatives" issue.
-Caves are tiny and repetitive, and there's never even need to retrace your steps back out thanks to 'handy' immediate exits:Having caves that really go deep and really extensive ruins would be nice, however I'd like to see more than just subterranean structures, more overworld structure too.
-Diseases are always unlethal, vampirism too easy to get and cure:Big problem is that diseases, poisons and the like are more a instant stat punishment instead of something that builds up, gets worse and has other effects than damaged stats.
-You can become the leader of all FACTIONS in a matter of days:Actually becoming the leader of guilds should be limited, however NOT in the way of "you can only be the leader of ONE" but in a way IT MAKES SENSE.
-You can't lose ranks in FACTIONS:The faction system itself was far to simple, actually it was just giving you quests for a storyline and nothing else. You couldn't do any missions or actual work in there at any point. Rising in rank should actually take dedication.
A bit aside the point now but the actual limit to how many factions you can be in should NOT be "you can only join so many" but how you can keep up with your work. Don't do enough for them, you get kicked out, plain and simple. Wanna stay on the payment plan, do your job.
-You can't fail most of the quests:Failure should have a very far spread, there should NOT be "only win or only fail" but a LOT of possible outcomes. And a quest should NOT just fail because a certain person is dead (unless the mission was to keep that person alive obviously) but you could still find a solution YOURSELF.
-You can't turn down quests:Or "No time yet, I'll come back to you later on that". Turning down should be MORE than just saying you won't do it and it's gone forever.
-Dumb barbarian can be Archmage without much knowledge of magic:He shouldn't be able to become it easily but still have a chance to BECOME it.
-No seasons:Design laziness, you never leave us...
-No children:Not allowed to discuss that on the forums but I agree wholeheartedly.
There, long post but wanted to reply to all points.