I would like to see Factions have relational effects; also the return of requirements of some kind. He has a point here. I'm fine with the removal of attributes. Requirements could be about number of radiant quests completed or whatever.
Only if those quests actually require use of abilities for someone of your station. With the way it is in Skyrim, just doing more radiant quests for the College doesn't at all indicate your ability to use magic.
You talk too much kid. Yes there is significantly less conversation and info about the world via NPCs. However, one does consider the thought that maybe Ulfric gets sick of you asking him "Have you heard any rumors?!?!" or "OMAGERD what can you tell me about Eastmarch?!?!" Less conversations because you are annoying, you [VEHK]ing tourist. And uhm, ahem, how many of you click through dialog anyway?
I only clicked through dialog in Morrowind because it was so poorly presented and wasn't fun to read. I never had a problem listening to whatever dialog was available in Oblivion or Skyrim. I just wished Skyrim allowed you to ask different people about things. Why can I only ask the cart driver and steward about the cities? Can't the friends I've made also talk about their home city/town, or the things going on in it, or provide me with information I may need relating to it?
The lack of dialog choices also creates another problem: NPCs who dump their life story on you just for walking within 10 feet of them. Since you can't engage in proper conversation with them and actually ask about them, the typical "Hello!" or "What is it?" is replaced by "I work for Belethor..."
Value of items. Ahem. You may have noticed that thing called the Oblivion crisis. It is entirely possible Hircine's connection with the world isn't as strong, ergo, the power of his armor is not either.
Nope. All the Ob crisis did was restore the barriers to the same state they were in before Uriel's death, and not require a Dragonborn on the throne to maintain them. Barbus, Sam, and Nocturnal show they don't really have a problem interacting with Mundus still.
Most of this strikes me as wanting MW 2...which he actually says several times.
Although I agree that there are a number of people who want Morrowind 2 because of nostalgia, the video still has a number of valid points that have more to do with things that take away from the game being as fulfilling as it could be. The complaints don't really have much to do with Morrowind, other than the fact that Morrowind did them (though not always; see the point about the Journal System, where he says Oblivion improved over Morrowind in making sure you have the relevant and necessary information).
But try to see TES games from the viewpoint of someone outside the TES community. Conan O'Brien's review of Skyrim is good starting point. Most of -us- spend hours making our characters look how we want them but he immediately saw the endless customization was a fun-killer. None of us would have seen that.
That's not a problem about options, but about presentation. It's very possible to have something presented in a quick intuitive manner, but which allows hours of customization possibilities if you want to take the time to. The problem isn't that its more accessible, it's that accessibility has become paramount.
Think of it like a pool. Ideally you have the shallow ("accessible") end, and on the other you have the deep ("complex") end. People that can't handle the deep end stick to the shallow end, while people that like the deep end can go deep. But with Skyrim, it's like they were afraid of having a deep end at all, that someone could stumble over there and drown, despite the immense fun other people could have with it, and despite how much sense it would be from a design perspective.
Part of that process may mean making quests easier to find with floaty arrows. And really, of all Skyrim's problems...you're most upset about quest-markers?!?!
The problem isn't that the quest markers exist, it's that they're required. I'd have no problem with the game having quest markers, if you could still play with them off. And as explained in the video, you can't do that. This fits in with my comment above about having a shallow/accessible end and a deep/complex end... they could easily have the quest markers for those that want them, and have the option to disable them for people who don't. But since they care more about making sure everything's easy and accessible, they didn't bother to make sure you could play with them off.