Yes, but you seem to forget that what you want is impossible simply because the physics you describe either do not exist in Nirn, or work very different from our own.
Remember that the sun of Tamriel is not a huge fusion reaction, it is a hole in the aetherus that Magnus tore when he withdrew from Lorkhan's project.
It is from there that magic pours into the world.
Remember that the planets are not balls of rock and gass millions of miles away, but the plane of a god. (As well as a ball of rock. Its confusing.)
Is this confirmed fact (in the TES universe) or is it what people think? Our sun is not some magic "fusion" reaction like you seem to believe. It is Helios driving a chariot led by 4 fire-breathing horses across the sky each day. Duh.
No I'm not really trying to be bitter (did I have you convinced?) or ignorant. Yes TES lore physics should trump IRL physics, but lore shouldn't be invented to explain or write off game mechanics. If there is no lore related reason that explicitly explains why things are wonky, then they should not be wonky. You can write off everything unrealistic as "its fantasy" but when I see something that doesn't make sense, my mental knee-jerk reaction isn't acceptance. it's rejection. Very unimmersive and unimpressive, at least until my mind catches up to its self and and rationalizes things.
On Tamriel certain mundane plants have arcane properties. A scholar might tease these properties out using such tools as a calcinator etc, and invocations and phases of the moon. (for gameplay reasons the latter only in books)
So a potion of feather is very much as possibility, as feather is a common way for certain arcane energies to affect the world.
Moon phases like the books (I have read that book, very fun) would be an interesting feature, there is no reason that it should not be in. Except, perhaps because the devs play-test it and find it adds absolutely
NO fun or, more likely, they decide it would not contribute enough and decide to spend resources elsewhere. But even then, it
should still be in, but its acceptable to leave it out.
A thorough explanation of how "feather" potions work requires very intimate knowledge of how feather works to be valid.
What is feather? What is happening? Is this another form of telekinesis (your mind "lifting" your body similar to how your muscles do or your mind "assisting" your muscles do what they do) or is it 'real' alteration? Does the matter change (to be lighter) or do you do work on the material? If former, the change could easily be permanent (unless at the end of the effect you make a conscious effort to reverse the effects -- why would you do this?), if latter, then how does a potion do telekinesis (a potion of levitate, I imagine, would look like http://www.youtube.com/watch?v=ulxMNlZ8WFw)? If former, then yes a feather potion is feasible.
"Arcane" properties of plants is all well and fine (magic damage, damage/ drain attributes, most of Restoration is alright so far as I have thought them out. Many "magic effects" could be explained without any "arcane" explanation: stunted magic (in my mind MP = fatigue) , sun damage (photo sensitivity), paralyze, calm + frenzy (psychoactive chemicals), light (bio-luminescence), fire/ice --hot/cold really unless your guts catch fire (endo- / exothermic reactions). And some effects would need more detailed explanations of how they work to make a judgment: shield spells (do they change your skin to be harder? or does your mind telekinetically slow an attack?), invisibility, reflect. I don't expect devs to explain these details to us, but they should consider them.) , but I won't accept "it's magic, so you don't need to think about it anymore". In a game where magic is studied like a science, I expect a skilled magic user to understand what he is actually doing.