This is where I have the trouble with the ' It's an rpg, it must not be about player skill.' I want to role play as a character, and to me that means controlling some, or all, of their actions, not merely watching them unfold. If you take this argument to an extreme, the computer would prevent you from certain actions, not just picking hard locks but entering whole dungeons, ' You can't enter this dungeon, the rumours you have heard mean your character is too scared.' Imho, controlling the lockpicking, speech, combat and archery means more of a role playing experience, and one that is less akin to watching a film with a few player driven choices.
That said, the minigames should more accurately reflect your character's skill, the problem being more of a question of difficulty curves. Someone said the games get repetitive, in my opinion the mini need to be replaced by much harder games at higher levels of lock difficulty, not just the same minigame but slightly faster.
As an RPG player who does not pretend to
be the character (personally) in the game world, but rather views the character as an individual of that game world; and who makes choices based on extrapolation of that character's skills & personality... What you describe sounds pretty good to me. I
want to watch the actions unfold. I want to have the PC attempt to pick a lock and sometimes damage their tools or spring traps; I want situations where I have many, many dialog options, and can choose the one best suited to my PC's personality, history... and even current mood. I don't play RPGs to play at simulation; I don't play to pretend to be a wizard, or a wasteland survivor; I play them to explore the possibilities of a specific individual in a specific setting. If my PC was afraid of the dark ~they'd never go in a dungeon ~period. :shrug: If they were phobic of rats, they'd run away from them ~even if they'd just killed an Atronach minutes before.
When my thief character approaches a lock, I
want to see them pull out their tools and start working on it, and hopefully open it ~because they are skilled at opening locks and it should be a feature of playing a skilled lock-picker, that they can gain access to places that other characters you may try cannot. When I play a PC that cannot pick locks, I
want most of their attempts at lock picking to fail ~because they cannot pick locks very well... yet occasionally they might get lucky ~it happens.
*That said... I have in the past suggested that TES might benefit from a lock pick mini-game that works on the premise that a skilled locksmith knows the interior of the lock (by type), and that as the PC's skill increases, the game could reveal more of (or more accurate) lock internals, and by virtue of seeing what you are doing, the lock picking becomes easier, or even just possible for the more complicated lock interiors... and there should be several, and it should be possible for an experienced player to guess wrong about them when playing a PC with poor lock picking skills.