I'm going to wait for more information* before drawing conclusions, but my first impression is that the consoletards had it right all along: Bethesda is making Oblivion 2, not The Elder Scrolls 5. There are some minor inclines in Rohit_N's list, but nothing that sounds truly game-changing, and they're balanced out by further lore rape and an even more generic-sounding story than Oblivion's. If the combat is more of the same (as it appears to be from screens and the lack of hype to the contrary) and it isn't drastically decreased in frequency or increased in variety, Skyrim will need some extremely well-designed quests or fun exploration for me to look past its tedium, level-scaling or not.
I don't really care for the idea of randomly generated quests, even if they're only there to supplement the handmade ones. First of all, randomization can detract from a game if done poorly (see, for example, Oblivion's chest contents), and it
sounds like most/all non-faction side quests will be generated by this "Radiant story system". And while randomized content can help make a game more interesting on replays, it doesn't matter if the game lacks replayability in other areas - quest design, fun combat, major gameplay differences between classes/skillsets, etc., none of which Bethesda excels at. Plus, randomized quests seem less effective than other forms of randomization at extending a game's lifespan, because the quests will necessarily be limited to a number of basic archetypes/structures. Even if some of these structures are fairly complex (i.e. more than just the go here, kill this, fetch that, etc. sorts of quests that you might expect), it won't take long to notice that you're basically completing the same types of quests over and over again. If you randomize the structure of dungeons and the placement of powerful items within the world, OTOH, even veterans never know exactly what to expect around the next corner or where to go to get the Mentor's Ring within five minutes of starting the game. Skill checks and multiple paths and outcomes just seem like much better ways to add to replayability within the arena of quests.
I'm also not sure how such quests will mesh with Bethesda's desire to keep everything fully voiced, and wouldn't be surprised if they're severely limited as a result of this (same with the idea of quests being inherited from dead NPCs, although I strongly suspect that's a specific scripted example rather than part of the Radiant system as the article makes it out to be). A quest board-like system might work, but
that doesn't seem to be the direction they're going.
I do like the idea of quests that you'll only receive if you have certain skills or reputations, though.
* And by "more information", I mean when the game is out and I've seen reviews from trusted sources. Oblivion demostrated that even if you remove the obvious hypespeak, you still can't trust what Bethesda says about their games, and they're already making similarly outlandish claims about Skyrim.
Edit: Thanks to Rohit_N for the links.