5 Major skills and the rest minor skills
No skill levels up faster than any other and minor skills are capped at 80, while their perks are capped at 50.
Dropping the attributes was a good idea though, but perks and skills need more thought: Specifically, what could perks do?
And why the heck can the player make so powerful enchantments and weapons, even more absurd when combined, that it takes all the fun out of questing for artifacts and gear in the game world (except wabbajack, because it's
special)?
If anything, crafting could've had it's own special skill-system, along with pickpocketing, speech, lockpicking and
They could change the power-attacks, or add effects to (power-) attacks in combat.
Separating the skills in active and passive skills would be fine too, possibly combat and noncombat skills.
Here's a quick take on how the perk system could have been more fleshed-out:
I was missing more paths within each class, allowing one to specialize.
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And why wasn't dual-wielding an entirely separate weapon style?
Just a very quick example of how the game could have had limitless class specializations:
(The idea is that perks apply to each weapon or style separately, separating the four weapons into four different melee fighting styles, and the four ways of fighting into four specializations:
The four weapon styles:
Swords: Fast and debilitating
Axes: Damaging and causes bleeding
Maces: Ignores armor and blocking, and uses the armor against the enemies
Daggers: Focus on power-attacks and special effects
The four ways of fighting:
One weapon fighting: Focus on power and agility
Dual-wielding: Focus on attack speed and defense
Sword and shield: Focus on defense and tactical use of the shield
Two-handed weapons: Focus on raw damage and range
One handed:
Swords are fast, axes deal damage, maces ignore armor, daggers have special effects.
Path 1: Sword: Faster attacks (3) - Critical chance (3) -Chance of paralysis with power-attacks (2) - New neutral power-attack: Flurry of blows (1; Three fast attacks in succession at 50% / 50% / 100% damage)
Path 2: Axe: More damage (3) - Bleed chance (3)- Chance of inflicting "mortal wound" (-25% damage to all attacks + bleed) with power-attacks (2) - New neutral power-attack: Rend (1: An overhead attack that deals massive damage)
Path 3: Mace: Ignore some armor (3) - More damage for power-attacks (3) - Power-attacks may ignore blocking and all armor (2) - New neutral power-attack: Crush (1: Deals additional damage based on the weight of the enemy armor)
All: Power-attacks cost less stamina (3) -
Path 4: Dagger: Critical chance (3 - 20 / 35 / 50%) -New forward power-attack: Stab (2; Ignores 30 / 50% armor) -Bleed chance (2 - 20 / 35%) - New neutral power-attack: Frenzy (1; Four very fast hits in rapid succession) -New strafe power-attack: Flank (1; Deals critical damage and causes "mortal wound", with a chance of paralysis)
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New skill-tree:
Single Weapon focus (Single weapon fighting style without shield or offhand weapon, focused around the one-handed blocking position):
Weapon focus: Increased damage for single weapons (3; 20 / 35 / 50% damage increase) -New forward power attack out from blocking position: Power-attack: A stamina-costly and extremely powerful overhead attack that staggers both you and your opponent -Decreased time between hits (not faster attacks; Faster recovery after attacks) -New neutral power attack out from blocking position: Slay: When close to the enemy, you stagger the enemy with an unexpected hook-punch with your free hand, followed by a two-handed strike where your character turns 360 degrees for maximum force in a massive blow that has a chance to slay an enemy with half or less health (bosses are immune) as well as a chance of causing wrecking pain (-25% attack, -25% defense)
Movement: -Increased movement speed with a single weapon (due to being unburdened and free) -Increased movement speed while blocking, -New backwards power-attack: Attack of opportunity: You take a step forward to deliver a fast blow, and take two swifter steps back -Evasion: Your agile movement in combat allows you to evade spells and cause spellcasters to miss: 5 / 10 / 15% chance of evading single target spells that otherwise would have hit you
Defense: Blocking: You block more damage with a one-handed weapon -Reposite: When successfully blocking, you may initiate an automatic swift strike against the attacker -Defense (Added defense when blocking with a one-handed weapon) -Deflect arrows (3): You have a chance to deflect arrows with your weapon when blocking (25 / 40 / 65%) -Endure: Your defensive capabilites are good enough to shrug off a part of any type of damage: 5 / 10 / 15% damage absorbtion when blocking)
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New skill-tree:
Dual-wield:
All: -Dual-wield power attacks cost less (3) - New basic dual attack: Rend (Attacks with both weapons at the same time, dealing more damage; Requires stamina)
Speed:
-Flow (3): Offhand attacks after mainhand attacks flow more naturally, reducing delay between mainhand and offhand attacks -- but not attack speed itself; At skill level 3 you attack as fast as normal with the mainhand and get an attack with the offhand inbetween if it's a dagger in the offhand)
-New forward dual-power-attack: Flurry of Blows (3): Attacks fast with both weapons (Three (1), four (2) and five (3) hits: 50 / 75 / 100 (1) / 100 (2) / 125% (3) damage)
-New neutral dual power-attack: Whirlwind (3): Attacks everyone within reach with both weapons, speeding up for each swing (One, two or three 360 degree turns: 75% damage): At skill level 3, everyone is pushed back after the final strike
Defense:
New neutral offhand power-attack: Parry (3; Blocks with the offhand weapon; Remember that this requires stamina per second and for the player to hold attack with only the offhand)
-Defensive stance (3): Add to defense when wielding an offhand weapon 5 / 10 / 15% of base armor rating when blocking with the offhand)
-New neutral offhand power-attack; Deflect; May cause enemy to stagger if they hit you and you block their attack
Offhand specialization:
-The offhand weapon deals more damage (Assuming it starts at 50% of base damage; 70 / 85 / 100% of that weapon's base damage)
-New offhand forward power-attack: Swift strike (Very fast offhand attack with good reach)
-New offhand strafing power-attack: Unbalance: May stagger the enemy with a low hit
Easy as apple-pie.
(Except for the horror of coding the dual-wielding, of course

)
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The general idea is to have so many useful specialisations that you cannot get them all, and have to choose.