I've done this so many times that it's pointless to keep repeating myself. Yet I rarely see the pro-attribute side offering any suggestion other than simply stating "fix attributes". And the only suggestions that have been made relate pretty much only to Strength and Speed, while completely ignoring everything else.
Well then quote post or give links and I will check them, besides I'm not are blind fanatic or something and can actually anolyze provided info, understood me all times when peoples says thats attributes was useless they have two way
post in unreasonable blind logic how bad they was and they facts based mostly on last TES games and mostly without taking in account thats there is can be mods thats fix such problems or examples from other games where such feature was implemented in better way, and such people claim thats attributes was bad as system not how bad they was implemented, thats really sad.
or
Use constructive way to decide all flaws in feature and brainstorm how they can be fixed.
If attributes was taken from character status screen but invisible forces of RPG mechanic thats stay behind them still in game I'm OK with this since such cogs can still be usable by modders,
in such cases variable still can be reached from game in for dependency to basic attributes, traits and perks, removing of attributes really strike hard modding, variability of possibilities will suffer from this, but if attributes was removed only from character screen and they effects still in game thats will be much better, and I believe thats will be in Skyrim, model need details and devs cant just remove them without large consequences.
Well I think starting traits will very helpful to decide natural abilities of actor, such traits can be tied to invisible attributes mechanic but in more significant way for example natural beauty trait thats increase initial disposition and add charming option, or Strong trait thats increase damage and encumbrance limit, or gift of Fay trait thats increase x0.5 all points invested into magicka during leveling up, and so on so one of advantages of attributes can be adapted to new game mechanic and thats will be much useful if we can create new perks and traits in CS by using hidden values in calculations.
Modded Oblivion really awesome game, while vanilla is more like meh another generic Action-RPG because of flaws what need fixed its like polishing flawed gem, game has potential but it was not used, but also lose good features from previous games add more to genericness, blind removing of attributes decrease such potential so even mod will not help much, until there will no complete info thats mechanic is not suffer from their removing and even become more deep, axing of attributes will be disadvantage in Skyrim form me,
OK classes was only nominal in TES (but thats can be also fixable with adding bonus perk points fro certain skills fro class and free assignment of certain perks as part of special training) but completely removing them from game? Well they can stay in game in literal form as well used for fast perk assignment for NPC in CS.
Spellmaking removed from game, well I'm OK with this if we can create new unique spells like premade ones in CS and if new magic system is Dynamic thats involves charging, channellings skill levels, perks and concentration check for decide magnitude, additional effects magnitude, chance of miscast of spell and at last two spells can be combined so with main and side effect new spell will have at last 4 spell effects active.
Todd say thats magic was too "spreadsheety" well thats apply only to premade spells, there was many combination of spell effects can be done in game, they are interesting and sometimes useful but real creation can be achieved only in CS where is forged and weaved from spell effects and scripts spells truly unique and definitely not "spreadsheety" at all, magic system must be opened and provide possibilities not be "golden cage".