Finally got around to actually playing this, impressions:
!. Environments are really nice and designed well. Really wish there was more depth other than "places with snow" vs "places with shittons of snow" though. While a big step up from Oblivion it still lacks in variety compared to the other ES games. The few areas that divulge from the snow landscape are usually fantastic to look at.
2. Dungeons have a lot of really nice set pieces, but would it kill Bethesda to throw a non-linear area every now and again? Also, the heavy scripting in a number of quests totally screw over stealth characters when the next area requires you to kill something before it opens up.
3. Level scaling is totally back. What retards said it was changed? It's only been made slightly less obvious because instead of fighting bandits in daedric at lvl 30 you fight uber bandits in iron at lvl 30 with the exact same stat upgrades either way. The only improvement from oblivion is that there is a floor below which certain enemies won't go, but that does little except prevent the embarassment of lvl 1 characters beating everything.
4. Hand crafted quests are of good quality, but far too few. Guilds in Morrowind had 30+ quests each, and there were something like 15 guilds/factions to choose from. Skyrim has 6 guilds, many of them being finishable in as few as 7 or 8 quests each. Guilds in Morrowind could have as much depth as the main plot line and take days to finish, Skyrim's are a 2 hour job at best. Is Bethesda afraid that ADD-tards will be upset if they can't become a werewolf from the super-secret society of werewolfs after finished exactly 1 guild quest (+ 1 radiant quest) from the very first city you reach?
4b. The "Radiant Quest" system actually is pretty nice though. It could use some more development but its not the laughingstock that Radiant AI was. Level scaling is the bigger issue screwing this up.
4c. Quest locations are absolutely screwed up. Morrowind was great in how you started off with quests that barely ventured out of town, slowly expanding to cover more and more ground (and dangerous areas) as you developed your character. Skyrim's quests have you popping all around the map every 30s. Combined with the level scaling of everything, this makes everything feel a lot smaller and like more of a children's playground than an actual world.
5. Character system as a whole is improved thanks to perks. They tend to be well balanced and give a good feeling of substantial leveling bonuses that you don't see with a bare-bones raise-by-use skill system (my main problem with such a system).
5b. Gutting stats is absolutely retarded. The first perk (with 5 levels each) in the tree is always a "do this +20% better" ability, essentially serving the same purpose as stats would have except now a 100 skill one-handed weapon user has 0 bonus to using two-handed weapons even though by all logic his agility and strength should make him quite deadly with them. Here, an easy way to fix this: Put back stats, don't level them normally on level up any more, instead simply make the first level of each of these skills give +10 to whatever they would normally derive from. Problem solved.
5c. Gutting skills has some good and bad. Good in that stupid stuff like axe/long blades/short blades/blunt weapons are changed into two handed and one handed. The latter has real tradeoffs to be considered (shield vs non-shield), the former basically all have the same range of function (TES isn't Demons Souls, you push a button and swing until they die). Speechcraft + Mercantile was another good decision. Bad decisions include things like not being able to jump high any more. Might as well make it a 2D game H&S game, pretty much the only use of jumping now is to scale cliffs you shouldn't be able to or to get on a rock and abuse the AI.
5d. No more character customization at the start is ridiculously stupid. At least give us 30 skill points to distribute wherever we like or something. The "class stones" as a replacement for actual classes is horribly meta-gamey, considering how simple it is to fast travel back and enjoy a +20% to alchemy growth before crafting potions, +20% enchanting growth before enchanting, then switch right back to warrior mode for the other 90% of the game.
6. Combat is much improved overall. There is actually something to do other than "click until they die" or "click while walking backwards until they die". Not quite up to the depth of the respective Morrowind/Oblivion mods, but at least Bethesda is making progress, and its tied into character progression with perks nicely.
6b. Balance, especially with regards to level scaling, is totally crap (even by TES standards). Hitting things with pointy sticks gets ~+300% bonuses from perks/skill and automatically get stronger weapons as they level up (also lol smithing). Magic spends most of their perks and skillpoints making spells not cost infinity mana to cast, the greatest damage buff they can get is +50% to a single element (which ironically boosts weapon enchantment damage as well). Has there ever been a TES game where magic was more of a joke?
6c. Dragons are an absolute joke. You would hope they would constantly strafe towns and destroy things. Instead they land most of the time and you just smack them with pointy sticks. It's pathetically easy to max your resistance to whatever the dragon has even at low levels, making them entirely unchallenging except as a 3k HP life bar. Its also hilarious when a lone bear easily demolishes a dragon, I await TES 6 where the land gets invaded by bears and shit actually gets fucked up.
6d. Dragon Shouts? What are those for? Does anyone actually use them?
Overall, I would give Skyrim a 7/10. For reference, Daggerfall and Morrowind I rate at 9/10 and Oblivion at 4/10.
Someone take what I wrote, throw in witty jokes, funny pictures and quotes that make Todd look stupid so we can get an Official Codex Review™ already.