Well put, Bethesda just treated spell casters like the red headed step child in Skyrim. Playing the role of "evil" mage I completed the intial Dark Brotherhood quest. With my thief toon I got a whole set of Shrouded Thief gear which gave me bonuses to Damage, Stealth and Archery. When I joined with my mage, I expected the AI to realize my toon was a heavy mage class based on the skill and perks invested in Conjuration and Destruction and was hoping to get Spellcaster type gear in replace of the Thief gear on my other toon.
I was disappointed with Bethesda when my mage got the same exact loot rewards as my Thief did... :confused:
Far as oblivion, I hated that game and never reached level 10 with any of my toons.....
Well, honestly in the case of your Mage getting the same gear as your Thief when you're playing the Dark Brotherhood quest line... that makes sense to me. Considering that the whole idea of the Dark Brotherhood is for them to sneak around and punish people who are unaware of their existence. In Oblivion did you get heavy armor if you were a Dark Brotherhood servant who had a Warrior class? Did you get Mage garb if you were a Mage class? If you want good mage gear, join the college. If you want good fighting gear, join the Companions. If you want good thief gear, join the Dark Brotherhood or the Thieves guild, or both. It's a whole lot easier in the normal course of the game (in my personal play through) to find decent mage and warrior gear. Thief gear was really hard for me, so even the fact that two of the factions were more catered toward thief classes in their gear output, didn't upset me because I realized that there was still a kind of balance there.
As for the OP:
I understand where you're coming from in terms of the limited spell selection, but to be honest I haven't really had that problem. I can cast fire and lightning as a dual-cast, or lightning and ice, or ice and fire (which I find funny). All of which are pretty effective, or I can just choose to dual-cast one of the base elements. Then there's the varying types of element spells to cast, there's the basic stream, the bolts/balls, the runes and the storms. So let's do this math looking just at the fire spells:
8 spells
- each spell can be both one handed or dual cast (16 possibilities)
- you can mix each spell with any of the other spells of the same element (7+6+5+4+3+2+1 = 28 possibilities)
- you can mix each spell with all of the spells in the other destruction trees (8 per tree = 16 possibilities)
So with just the 8 fire spells and their other combinations with destruction spells, you have a staggering (to me it's staggering) 60 possible spells. I think if I did the additional math right you lose 8 spell combinations from frost leaving you with 52, and then another 8 from lightning which leaves you with 44. Which puts you at 156 possible destruction spell combinations. (If somebody thinks my math is off feel free to point it out.)
That's not including what you can do with illusion, conjuration and alteration (I don't use restoration because they basically only have one use)
This system may not provide a staggering difference in spell effects, and I'm not super psyched that over the years we've lost such wonderful spells as open lock, disarm trap, levitation, all of the spells involving your attributes and many more which I can't actually think of. However, I stand to my conviction that while it may not be quite as diverse as I would like it, what they gave us options for with spell casting (along with pretty much every other option I've encountered) is this INSANE amount of gameplay customization. That which will only be exponentially increased once they release the newest Elder Scrolls Construction Set.