Damn, your game looks like the next best thing since torment! I've been reading a couple of the treads and the amount of thought you put on the game/features/possibilities is really great. But I guess you already knew that, so I'll throw in my opinion.
For the graphics, I believe the main thing they are lacking is shadows. Shadows make the visuals alive, it makes them whole. Now it just seems a bit bland. Atmosphere is very important in a game and light/darkness can do wonders for it. That's why I belive Fallout has great graphics but Arcanum is lacking, even if it has better technology behind it. Apart from that, the concept art is awesome. You've got talented artists, and I'm sure they know the importance of shadows :wink: Damn colors that make you blind.
About indicators, I feel they are not needed if, as you say, the different skill uses are going to be clear. They break immersion IMO by entering game mechanics in the dialogue. The one thing that bothers me is that you seem to only show the dialogue options if the check is passed. That means that in a way, you know before hand how perceptive/knowledgeable the person you're talking to is. I mean, everyone can try to bargain, every one can try to look like he knows what he's talking about, or try to look mean and intimidating. You might even be good at it, but you never know how the guy you're talking to is skilled. You might be confident in you tricks that usually work and try to do it on some guy that knows better than you.
Anyways, you are going to know if you're good at persuading because you have a certain amount of ranks in that skill. IRL, you never know if the intimidation you're doing will have the wanted effect. You have to try to know. I believe it should be the same for the game. There is already a factor of certainty because you know how good you are. A small bit of mystery would really add to the dialogue. Now, you might say that this guy isn't really good at [insert dialogue skill here], so he can't really think of this elaborate answer. The solution would be to have a "dumbed-down" version of the [insert dialogue skill here] dialogue option, so the player feels like he still has the choice to try, even it there's good chances he might fail.
I don't know if what I said is very clear. In brief words, you are going to know how good you are at certain things anyways (skill ranks) and be able to judge if the option might work or not depending on the situation. If you only show the succeeded options, dialogue loses much of its meaning, the importance of decisions you make. You are removing the possibility to fail! That's not a good thing IMO. Always winning when you know you can't fail isn't rewarding as much as winning when you could fail.
That's pretty much it.
Oh, and it's my first post BTW, so hi.