I welcome the return of Attributes. In Fallout they work great for me(I don't exploit anything so, don't bother, altadoon).
But I want them remastered, updated, renewed, or whatever you call it. First of all they should not be changeable as they were before. You pick them at the start and live with it. Maybe sometimes you could up a couple of them and that's it. They should have a broad impact on skills. Strength will govern one of the damage modifiers, while Agility will help you swing daggers faster and more efficiently. Strong warrior would use power techniques, while agile warrior will use his quickness, will be able to dodge better(controllable by player of course, since it's an action-RPG). Attributes would have simultaneous affection on your skills and actions, and hopefully, dialogues. If a character is strong and smart, he will have better strategies(combat moves), while not so smart will focus on pure force. Maybe some trait will allow dumb warrior to use those combat moves, in exchange for something. Well, my example may be not very good, but I'm sure there are limitless possibilities with attribute-skill-perk system, far more than we have in Skyrim, but some people for some reason are against better customization.
Attributes worked very well in Fallout: New Vegas, Fallout 3 not so much.
In New Vegas there was a marked difference between a melee player with skills and perks geared to that, to a sniper, to an energy weapon user.
Each had their particular strengths and weaknesses and the the way perks were tied to an attribute as well as a skill requirement really helped enhance a particular chosen playstyle.
There was simply no way in which any given character would be able to get all the 'good' perks. Then there were a handful of perks that gave a slightly different flavour to the game, such as Black Widow, which opened up some dialogue and quest options.
Excellent for roleplay, because there were such vastly differing ways to build a character, and different characters had a completely different game experience.
Want to be an explosives expert and side with the Powder Ganger bandits? You could.
Want to be a sciency, nerdy guy that talks a lot and convices other villagers to help him defeat these same Powder Gangers in the opposite quest to the one I described previously? You could.
My personal favorite was the low intelligence character that had several altered dialogue options exemplifying the character really didnt understand what was happening around him.
In one quest a sentence gets changed from "My interest in this place is scientific." to "I is scientist." Or the unforgetable: "Do flowers of pock-lypse and NCR bear play together?"
Again, great for roleplay.
Id love to see such a system with specialisations and strong and weak points make an entry in TES.