We've had these discussions in the forums and it's nice to see that Bethesda apparently had them too.
I've been an advocate of Skill-to-Perk conversion for a long time. I've been an advocate of trimming SPECIAL max down from 10 to 5 each.
However, the system I propagated was a complete reinvention of the classic perk system. No longer would a level-up grant you perks automatically (or a perk point to save up - saving is generally the better alternative imo), instead each perk would have individual value coming from a single resource: Skill (or better Perk) Points.
In a system where you'd get say 10-15 Skill/Perk Points per level-up, perks would cost 10-50 Points, depending on the individual value of the perk. Level requirements would be completely gone, other perk and SPECIAL requirements would remain.
There's of course a problem still remaining with this type of Skill to Perk conversion: Skills have inherently greater value than perks and if you let both work under the same resource, players will choose (former) Skills, not regular Perks.
Skills break barriers. Perks give advantages but they don't allow access to parts of the game like skills do.
Thus I soon realized that a common resource would be a bad idea and split it up into Skill Points (governed by Intelligence) to buy skills - featuring a streamlined skill system with four skill levels (the respective costs 10, 20, 30 and 40 Skill Points) each - and Perk Points (governed by Luck) to buy perks with varying costs.
Now, no matter how the resource system will turn out (I expect one level up = 1 perk to buy and skills being perks) Bethesda will have encountered the same problem, which means they will likely fundamentally change the importance of skills to better fit the perk system.
Either perks will be boosted in importance, or skills will be downgraded in importance. Most players would rather choose the 'You can pick hard locks now' perk than even Grim Reaper's Sprint in it's OP form, so I can see no alternative.