I have some points to make myself:
Immersion
- The map, which is a satellite/god view, rips you out of character. Paper maps keep more mystery.
- The quest icons that it relies on should be changed for better quest directions.
- Seeing enemies’ exact health (and name) is also not great for immersion. More visual/audible damaged states is better.
RP
- Very few choices are made in the quests, instead one has to be in character by choosing what quests one embark on. It would be great to have some conversational options with consequences. Relations are important in RP.
- Few people acknowledge you, to the degree you don’t actually feel that you are saving anyone unlike in Oblivion. IDK if it’s the voice actors or characters or that I haven’t got to actively save anyone, except DLC Serana. There’s that guy in the web that dies. In Oblivion there are monks fleeing towards you for help and more noticeably the knight in the Oblivion gate. I miss such moments.
The combat system is kinda clunky and could benefit for more in depth mechanics. Playing on highest difficulties as a melee often means you’re constantly going forward, hitting the enemy and then backpedaling to dodge his attack or blocking with a shield.
Magic is not a good option for a build, as the other comment says, so that could be expanded because some spells are really cool. It’s still playable but you definitely feel less powerful than other builds.
The Skill Perks are rather lacking. Looking at alchemy there’s a stage 4 perk that reveals one more attribute when you eat an ingredient. It needs lvl 50 in alchemy. To be fair there’s an alternate pathway so you can avoid it, but why is it such high level when it’s one you want early.