On the morag tong- Much less done than the dark brotherhood and actually weak at the moment. It would be great if they attempted to regain power and influence and perhaps secretly war with the Dark brotherhood (which would be a great story element for the assassins guilds because it isn't over the top but the player is still doing something important) Furthermore the MT hasn't been done outside of morrowind so aspects like Recruitment, training , much of their philosophy and workings are up for development. I would probably Like its members more too.
Since the morag tong (this doesn't make sense so much for the brotherhood) is a Morrowind faction and therefore has a much greater amount of access to dwemer artifacts it wouldn't be ridiculous if they had wrist/forearm mounted and retractable weaponry of dwemer design (blade, dartgun) . Morrowind had darts and shurikens and tantos . While i am not keen on a complete ninja rip off it would be nice for the Morag to have a more Ninja esq flavour to them in comparison to the dark brotherhood.
Bring back Daedric faces.
If alduin comes back, he should be the first born aspect of akatosh. Meaning that destruction came before creation (yay metaphysics! ) . But also that alduin is more of a Literal world eater and therefore a bigger threat (skyrim confused me- Was he to end the world or enslave mortals? ) He should grow in power and size via consumption (and probably change colour- C'mon bethesda? Black and spikey with glowing red eyes? Realy? ) The Main quest would probably deal with uniting the daedra, possibly recruiting more dovakhin, simply accumulating souls to unleash, making a covenant or finding another cheat to get rid of him (like using an elder scroll again) He is Very disappointing as a dragon with a little more power.
On vampires- Why not make certain clans radicaly different in abilities? Immortal blood describes a group that pass as human , vampires which swap places with children and Ice vampires that avoid humans and live in frozen lakes. Daggerfall and morrowind had vampires with dremora esq voices. Tes vampires aren't at all associated with bats so far - for all we know there could be vampires related to sprigans. Plus why were ash vampires called vampires? Perhaps some vampires benefit a lot from darkness and can die when naked to the sunlight in early stages whilst others simply have their attributes reduced drastically. Perhaps Some vampires (despite being undead) are actualy associated with fire and are drawn to flame like moths whilst others gain strengh around trees/water/cold/ash/blood.
In daggerfal you can get regeneration for health/spell points that is dependent on what you are in (light,dark or water) . This made me think of three things
1: isn't fire associated with real life "witchcraft" and the like. Would heat and flame have an effect on magic?
2: if the sun is a hole in the sky that leaks to a realm of magic- isn't sunlight the primary method in which magic flows to mundus?
3: is that why candles are placed in mage areas? Do smells also affect the mind and therefore alter stats?
In conclusion to this- should magicka be affected by such things and should attributes be affected by smells? It might be interesting to have blood lusts or incense summon help or awareness increases from things like rot, waste or daedra smells. These shouldn't be massive bonuses but rather small ones (+5, +2 , -2 for example)
That cities grow to a much larger size and therefore gain...
- Multiple places of worship
- Multiple guild halls or meeting places
- More faces- Meaning that it's more realistic for the player to be chased by guards they do not know for crimes public without been given a bounty. Being chased is much more fun than quicksaving and quickloading wouldn't you agree?
- Different quality shops and equipment. Rather than skyrim's awful shops with iron on display and Glass for sale it would be good to see a barely functional forge selling crude Arms against a shop with many forges mass producing a range of items with one master merchant in charge against Splendid Master forges with Enchanted fires and Ornate designs made of materials such as ebony or addamantium. A dusty bookshop versus a grand library. Tailors for peasants and tailors for kings,bishops and archmages. Furthermore there could perhaps be a difference between a priest run library and a mage run library or a khajit armourer and an orcish armourer. Each place having it's own variation on security, craft skill and merchant skill. The book http://www.uesp.net/wiki/Skyrim:The_Armorer%27s_Challenge explains how a high end forge could be.
There aren't enough instruments. we need more instruments! To keep public places alive of course! Plus- much money would be saved if the main theme was done with less instruments but more representative instruments of the country. Singing isn't particularly needed. We need flutes, suitars, lutes, large drums, small drums, horns ,harps, pipes and perhaps violins and probably more that fit the world. Furthermore instruments can make a place seem more alive- but magic instruments played by nobody in some dead place? Just creepy!
Ghosts and wraiths should take the form of their respective corpse. In morrowind we had excellent skeletal ghosts in robes. Whilst in oblivion we had green blobs but much better wraiths and in skyrim we had glowing people. it would be interesting to have the ghosts of corpses recent use their own face whilst the long dead have bones, the mummified have decayed faces and the burnt having no face. All of them should fly because gameplay wise that would make them much different from the skeletons that they share a tomb with. Wouldn't it also be good if ghosts could fling things at you whilst unseen and if stronger spirits could shake items in the environment as they approach (another gameplay ellement. A weak ghost would shake the cups and cause little fear. Wraiths would shake Chests and cups will be everywhere- signifying that you should probably leave)
Subraces/subtypes/ traits.
There are 17 recorded types of khajit and up to 10 (probably 6 or 8) that look playable (or don't realy have enough information about them to cite them as unplayable) Argonians probably have a lot of subspecies too which would allow bethesda some room to experiment with new types and seperate the finned from the horned. (what could be cooler than a thorny devil argonian?) furthermore there apears to be more human bretons and more elf bretons, a possible east/west devide in imperials , lowland/highland nords etc) but moreso it's likely that each of these races come under the umbrella races of men/mer/beast/daedra. So perhaps you meet a group who can't particularly tell what specific race you belong too. Mer children might Not know what a man looks like or why a dumner has red eyes, ashen skin and the voice as rough as sandpaper. i could only begin to describe different reactions to a khajiit walking into a sheltered breton community Similarly the last of one of the various long dead races might have a hatred for nords and thus attempt to kill you if your player doesn't have pointy ears. Most people wouldn't know what a golden saint is and so just call it daedra. Furthermore custom mods or dlc could use this to allow race specific dialogue to apply to them.
Metals-
-More types of steel and iron. We've got how many materials to make alloys with? Why not have orcish steel, nordic steel and elven steel? There is also addamantium and mithril to add orcish/elven/whatever substances too.
-Get rid of real world mucups. Moonstone, machalite , corrundumn and quicksilver should become somethingelvenite, Glass , somethingnotstupidite and somethingalloyium.
-Silver is expensive. Copper is similar to similar. It's logical to guess that Bronze weapons and armour become the poorman's choice for fighting the undead and other magical creatures.
- Wouldn't it make sense if each material had it's own values against normal weapon resistance and magical damage? ( iron does 13% damage against a ghost and protects against 13% of most magic damage whilst regular bronze does 130% and 70% pure silver does 170% damage and 90& protection) For magical damage- Elemental magic still bypasses some of this.
- should each material have it's own rust/dust for when found in tombs . Iron goes darker and gains brown rust. Iron goes red/orange/white hot when heated. Bronze would rust green (and when you set copper on fire the flames are green). Ebony might rust purple and have it's dust turn a little green, But since ebony rusts slower the rust spots are much smaller. Because of how hot ebony can get it not turn red when heated to an insane degree but rather another colour. There should be ways to restore ancient weaponry.
- whilst Glass and Ebony (arguably dwemer and stahlrim) had sound lore in Morrowind (not realy sure why an ebony katana is made like a steel one, but anyhow) Other materials (mithril, addamantium, orichalum-which is so far 8 different colours rather than just green, elven) need expanding on.