TES has the worst rulesystem I've ever seen in any roleplaying game.
It literally forces you to
keep close track of all your skills
Only if you are metagaming.
decide on every levelup what to skill next, and
Only if you are metagaming.
to avoid leveling any other skill out of this set too much.
Only if you are metagaming.
There isnt even a way to just block skills from leveling so you at least can use them on their current value. You have no control and you cannot keep your head of the rulesystem at any minute.
Block skills from leveling? And the point of that would be...? So you can have absolute authority over precision number-crunching whilst still getting to use the skill?
I can honestly say I have never been literally forced to do any of those things. The only time the TES leveling system has done wrong by me is when Oblivion introduced level scaling and leveled lists that were flawed in their implementation, thus making it potentially impossible to overcome the curve with a wide swath of characters. But that's not the leveling system's fault; it's the fault of the scaling/leveled-list implementation.
Even worse, in Oblivion they even introduced strict level scaling. Given the fact that level in TES says very little about the power of a character, this was an extremely awful idea. Someone who leveled on runspeed, diplomatic skill, stealth, security would very soon face impossible challenges EVERYWHERE. OTOH someone who choose a 100 skill as minor, like Destruction, would be able to breeze through the game at no efford. So you're really forced in Oblivion to powergame.
Yep. Improper use of scaling and leveled lists is bad.
Compared to the most trivial classic rulesystem known, TES comes with a huge set of disadvantages, and no advantage. A simple system where quests and killing mobs gives experience, which in turn can be used to buy levelups, which in turn allow to allocate new skills and talents, would already allow to balance the game and allow the player full control over the development of his character.
I fail to see where any advantage would be gained by going to the cliche and completely unexplainable system of quest-XP and grinding-XP over natural skill progression based on use.
In regard to concepts like talent trees, feats, and the like, I see no place for those in TES, just like I see no place for perks in TES. It's just as unnatural and unexplainable as the XP system: "You've hit [X] level! Now you can instantly learn this new ability just by hitting an arbitrary and artificial out-of-game measurement of 'power'."