DraQ
Arcane
A good thing is that the compass is trivial to disable (I use a mod for that, but IIRC you can easily do that from ini).I mostly agree with the video about exploration in that there are a lot of interesting places to explore and many of them tend spark my imagination (especially the ruins). The big issue when it comes to exploration is the compass at the top of the screen - not the compass itself (this is useful) but the icons that show nearby stuff. I think it robs me from the sense of discovery that the game tells me not only that there is something nearby but also what sort of "something" it is.
As a related thought, lately i started to think that the introduction of a quest log in the Morrowind expansions wasn't such a great idea
Quest log is a handy thing but it has unfortunate implications for the structure of a game. For instance it implies clearly delineated quests, cleanly partitioned before factions and questgivers. That alone is detrimental to the game's structure.
In Morrowind it wasn't much of an issue as quest log was added on top of existing game, but designing quests in a game that already has a quest log is different and worse.