5) I havent played Fallout 3 as much as I would like, but many of my experiences with it remind me of Morrowind. And Fallout has fast travel, and THANK GOD. Therefore, there is more to the issue than fast travel. Morrowind gave you a sense of danger that Oblivion didnt for the most part; the latter's difficulty was simply present in increasingly difficult creatures that had exaggeratedly more health than you. Therefore, Morrowind would still have been what it was if you could fast travel to cities (I for one think that fast travel should not be available to literally every point of interest on the map, but to safe havens, like major cities); because Morrowind's experience and challenge was not simply the inability of fast travel. It was WAY MORE than that, and most of it was tied to the level scaling system that was used. Similarly, Fallouts experience reminds me of Morrowind because of it. Going deeper into the mainland and finding robots firing lasers at you when you only have a shotgun and a few grenades (and no money!), was realy suspenseful and I appreciated it a lot (not as much as I appreciated finding a mutant right after!) in the same way i appreciated daedric shrines, alits, and other ashland beasts in Morrowind.
You pretty much nailed it with this. The issue is mainly with scaling in Oblivion, which made the world less risky and thus less rewarding.
My take on fast travel itself: I like fast travel, but fast travel must work organically, meaning there must be an "in-game reality" that allows the use of fast travel. Such as the Morrowind way of using magic scrolls, mark/recall spells, or silt striders. There also must be a cost. Morrowind's means of fast travel has a cost in magica and $$. They cannot take you to every point of interest either, which creates more time venturing on foot...which is good .
In Skyrim nothing will be fast-travelable until you find it, which is an improvement. I'll take what I can get