I mainly meant perks already found under the skills, that you could get during gameplay, not unique traits that you can only get at the beginning. It would represent the background and natural abilities of the character and you could still progress in a different way in case you would change your mind.
Well traits will add unique effects thats cannot be represented by skills or perks and before was tied to attributes as well with traits we can manage spell effects from alchemy, disease, powers since are based on natural abilities, I think racial traits use such system already in Skyrim so races still have powers and don't have difference in starting skills and parameters.
Such traits can have levels also and naturally can level automatically with level of character, such traits unlike of perks can have disadvantages and penalties as side effects as well there can completely bad traits from disease for example, since traits have icon and description thats will make disease for example something more then few red numbers in attribute screen.
Perks are not traits they are different layers of one system, perks have only advantages as essence skill mastery what can make real difference in skills, while traits can have both positive and negative effects, perks cannot be chosen so easily as traits at beginning since perks have limits and requirements (and nice if we cannot chose at all perks for commoners or chose only low levels ones from beginning while specialist can have access to middle and high level ones in cost of skill levels in other skill and certain traits disadvantages) while traits can be chosen in more numbers at beginning, acquired during game, and have variability in magnitude of various effects, traits can level naturally with character level just like leveled spells and be replaced by stronger ones on character maturity, perks have unique effects what can be hardcoded (certainly I dont want such thing, better if perks can e also editable and we be able add new perks) traits can be easily combinations of spell effects with leveling or included scripted spell effects, traits used for easy managing of hidden variables thats previously was affected by attributes so no need create independent spell effects calls for all of such variables where scripted effect can call them in trait, and such trait can be used for diseases or for alchemy.
And we won't have backgrounds because this way you can come up with one yourself. Even with a background generator it couldn't give you the exact background you might want. Like some people want to play as a descendant of the Neveraine, or the Neveraine himself, but I don't think a generator would have this option...
I such cases write own completely unique background seems will be avaible only for PC players because CS, console gamers seems again will try imagine such feature.
But generator will have options for different chose of starting perks, traits, equipment and spells even if all will start in prison but have different sets of equipment chosen traits and perks and memorized spells, so mages of different schools warriors of different path and rogues of different specialization will have different starting equipment and memorized spells as well additionally classes can add certain advantages as class perks what not available for commoners at beginning due requirements but then will be available during game when requirement will met like middle and high levels perks at lowest ranks as special training for class, as well certain unique traits thats unavailable for commoners completely from beginning and available trough potions spells and rare books and as rewards in certain quests during game.
Even such small generator will help a lot for console games without modding tools.
Dynamic minor/major skills sound alright, though I don't like the idea of more advanced skills progressing even faster. Also, I don't think the perk system will work that way, as you'll be only able to pick perks in a skill you're already skilled at.
Well more advanced skills progressing even faster not without consequences rare perk points spend on it, if you already mastered some perks in some skill thats mean you are talented in such skill so logically you will advance faster in such skill, besides accordingly to Todd words skills will advance fast only at low levels and at higher ones advancement will be slowed and you need to concentrate on certain skills to rise them faster I think adding perks is good example of such concentration on skill, but thats is not limit you from mastering skill to 100 without perk investment just it will be much slower then actual concentration on skill with perks.
About only able to pick perks in a skill you're already skilled at
Well I think there will be shared pool for perks in specialization path The Warrior will have own, The Mage will have own, leveling mage skills will not give you free perk points for warrior path, but there will be also requirement for perks and thats I believe already confirmed so perks can require have certain levels in one (or few skills for cross class perks) and/or level of character, in such cases having dynamic minor/major skills is even more important feature since perk investment will allow faster progression of skill thats is requirement for next level as well leveling of skills will rise level of character so fast specialization is need also for faster leveling of character, or player will spend money on trainers and spend time on searching of skill books.
My main argument actually is that you shouldn't have big game changing decisions at the very beginning when you haven't or barely even played the game. My example for this would be with Fallout 2 where I started with a character with Repair and Traps as tag skills, only to realize that it's useless, as there's barely anything to repair and there are next to no traps in the game after the tutorial temple, and you can't set traps yourself.
For first few questions:
And what you done when release thats you roll bad character?
Another thing you put by self Repair and Traps as tag skills or use an predefined template for this?
Does thats was problem of Repair and Traps skills thats game doesn't have much things to repair and there is no traps in game while developers actually can add such things to game but don't do it and there is no way by self add such features where Repair and Traps skills can be useful?
Well big game changing decisions at the very beginning when you haven't or barely even played the game is good thing they are add replay-ability to game,
How removing of Birthsigns can tied with big game changing decisions at the very beginning when you haven't or barely even played the game?
All Birthsigns have logical descriptions and names so really need to be lesser minded to take The Mage for warrior character and then cry about game breaking and gimped characters, besids almost of them did not was really big game changing decisions I think only Atronach can be hard for newcomers but it has description about his properties so it not blind chose
In-Game Description: With the Atronach ability you don't regain Magicka over time. Instead you have a 50% Spell Absorption to recharge your Magicka. Your base Magicka is also increased by 150 points.
Load Screen Description: Those born under the sign of The Atronach cannot regenerate Magicka, but have a chance of absorbing any magic cast at them.
So why need to remove them from game?
In such cases if some one fear a lot big game changing decisions at the very beginning, better to put such features into hardcoe mode then, so newcomers casuals will play their pink and fluffy Skyrim until become experienced enough to switch into complete and load of challenges game.