2) With apparent jobs and crafting being incorporated into the game now, I would like for money to be much harder to acquire, and high level loot to be more rare. For example: I'd like scaled enemies to not have their armor also scale unless they're special or pivotal characters, and I'd like the only way to become wealthy in a short time to be raising Mercantile (if it still exists) to a very high level, combined with crafting. That way money is hard to come by for those who don't do crafting or mercantile at all, reasonable to come by for those who craft (a lot of players probably will,) and easy to come by for those who craft and train in Mercantile. I'd also love for high level armor and weapons to be difficult to find or afford. Not only does this make it harder to earn money early on, but it also adds to the sense of discovery and accomplishment when you find them somewhere, can finally afford to buy them after working to earn enough money, and/or finally being high level enough in whatever the crafting system is (whether it's a skill or just a system) to create them. In short, I want it to matter.
3) Side quests that force you to research lore, and engage in subjective interpretation of it, in order to find locations, solve puzzles, or simply arrive at a theory regarding the lore itself and its true meaning or implications. TES games have such rich lore and the ability to actually read hundreds and hundreds of books in the games is a really unique and fascinating part of the experience for me. It would be awesome if that in-game research of the fictional history of the world were actually important in a quest or two. Particularly some that have you playing archeo-detective as I call it. There were a few Dwemer related quests in Morrowind that did this to a degree. I'd like to see something similar, but appropriate to Skyrim, that does the same to an even greater extent. I want to be challenged to use my imagination and interpretations rather than having everything laid out for me or explained via exposition. TES is in a unique position to do this in my opinion.
4) The ability to be a jack of all trades, but a definite penalty for not specializing, and strong incentives to specialize. On top of this, I would like highly specialized characters to truly feel different. I want dungeons and battles to allow different approaches and strategies depending on your specialties. I do not want my survivalist/ranger class to feel essentially the same as my well rounded warrior class.
5) For my actions and words to have a tangible effect on the world. I want to hear about and see(!) changes in the world that actually matter and are the direct result of my choices in the game. I want this to apply to guilds, the main quest, and side quests. I want it to apply to NPCs. I want NPCs to have different personalities and nuances that will cause them to react differently to my choices and deeds. In short, I want to feel like what I'm doing matters to people and affects the world.
The general theme to all of these is: I want to feel like everything in the game matters, and has costs and/or effects. To be fair and honest though, I only really expect #1 to really end up being hit in this game, and the others to a much, much lesser extent. If anything I expect the game to be less nuanced due to this being a new engine and the first game to use it. (Then again, they've been working on it for almost half a decade, so I may end up surprised; which is what I want, hence my expectations being low.)