Definitely agree on this. I hope to see this as the next step in combat design for TES. I think this idea could lead to stat distribution and player feedback combining pretty seamlessly together this way, and make it fun and varied to advance in different skills.
Using the warhammer example, I would love to see a lowly character start out with all sorts of difficulties handling his weapon due to his lack of str and skill, but eventually progress to a point where he not only hits harder (foes lose balance, slam against walls, break limbs shields etc) but also learns to follow through with his swings and build momentum as he attacks possibly leading to crit attacks or special moves.
However, I think this would involve more physical properties added to the weapons, there cant just be "slow" weapons and "fast" weapons that invisibly cut through enemies anymore.
Probably would take all their development time to make such a system, but man that would be amazing. Oh well, i'm pretty much prepared for awkward floaty swinging melee combat all over again anyhow.
You could even expand on this by making it so those "big and powerful" weapons and armor (such as a daedric longsword) require a certain skill threshold before you can properly weild them. I.E. below skill 75 a player would have a hard time properly using a daedric longsword compaired to a silver one. At skill 10, it would be very inefficent to the point where you would have more damage potentual by using a "lighter" calibur sword.
Same thing for blunt - small axe's or hammers are perfect damage potential for lower/mid levels (and high levels would allow some crazy attack speed) but once you get to a higher level you'll be able to better weild heavy hitter weapons should you choose.
For armors there could be a Rock-Paper-Scissor balancing in effect ala most RTS games. Heavy armor's are great at protecting against blows that can knock you back and stun you, but make things slightly more cumbersome for you (at lower skills, a skill 100 in heavy armor would be like not wearing armor at all as far as movement speed, acrobatics, and weapon attack speed). They could be WEAKER against magic, and small pericing weapons such as daggers (if the NPC has enough skill in that area to deal effective damage). Light armor would defend you less, but be stronger against piercing weapons and magic, less cumbersome, etc.
But anyways... back to my first point in this post: that would effectively remove the need to have auto-leveled loot to your character level and allows stuff like hidden daedric weapons and armors to be around the world without unbalancing the game like in Morrowind. Because the trick is that you can't really (as a character) effectively use top-tier stuff until your skill improves enough to use it. Sure you could equip that sword at level 1, and it would do plenty of damage should it hit properly... but it will be extremely hard and slow to use such a weapon if you have poor skill, to the point that iron swords would have more damage potentual.
OH and this could also be a great system to determining the enemy's level seamlessly - an enemy using high tear weapons and armors will obviously have a lot more skill in using such weapons and armor.