1) I've stated why I don't think they would, and it's because Bethesda has already been successful with previous Open World games, so that's what they will probably stick with.
2) The flaws are many, how many times would you be able to kill an enemy, 3) would you be able to return to a previous location, 4) how would we explore (there's a small set location, you wouldn't see any iconic things really, roads, billboards things that make up canon
) the list goes on.
5) The reason it worked before is because there was no other system back in the day, now we have better technology for open world sequences. And if I recall, Node Maps weren't all that successful before, they weren't unsuccessful, just not as successful as games nowadays.
Back in the late 1990's, Fallout was good (for a little bit). Then an epic little game called "Diablo 2" came along and blew people away. The node map system vanished after that, in all honesty.
1) Prior sucess with one system does not equate to the negation of another.
2) I don't understand how randomly generated enemies are a problem.
3) We've already adressed this: YES. The node system does not mean randomly generated maps, just that large areas in between major settlemes have... well basically nothing in them. It's a wasteland, there shouldn't be treasure hidden around every corner IMO.
4) Again, we've already adressed this. There would be options available as to how you would go about finding new territory. Read earlier posts before throwing out the idea alltogether.
5) Diablo 2 used a node system. Acts I through V were all nodes, they were just flipping huge. Also, that was a linear game, where Fallout is non linear. really the first sandbox game that I can think of (and I'm probably wrong) that didn't use a node system would be the orignal GTA games.