Ok, I've got a few more ideas:
- Either remove the karma system entirely or make it much more relevant. With FNV karma had litte to no effect on anything, it might as well not have existed. If it's going to be in, here are some suggestions:
1. Benefits and drawbacks to any chosen karma level, while also not locking anything out, just small benefits and annoyances. If I do lots of good OR evil, there should be times when I'm glad for it or regret it. For instance, if have have evil karma people that are evil should enjoy my company more and thus be more polite than they'd normally be, while good people would be repulsed by me and thus be rude, and vice versa. Also, I would have slightly lower skill checks for the various methods of convincing people for people that like my karma, and be able to barter with them to slightly more advantage than a high bartering skill alone, and it would be the opposite when I deal with someone that doesn't like my karma.
2. Have the appearance of my character change somewhat depending on their karma. For instance, make an evil character and the equipment they wear look for gritty, dirty, and so on, while having a more angry look on their face, while a more good character has a cleaner, more overall civilized appearance, with a happier look. This would also help explain why people could tell whether you're a good person or not despite it being possible for no one to know what you've done to get to that karma level.
3. Make being neutral have just as much benefits and drawbacks as the other 2 possible karma levels, give options to complete quests neutrally, and have the rewards for doing so match the ones that you can get for making the good or evil karma options. Also, greatly increase the number of dialog options that lead to a karmic choice, I never felt in F3 or FNV that there were anywhere near enough karmic choices.
4. Make karmic choices be more overall realistic. The only options shouldn't be between absolute saint that won't pull the trigger until the point far past reasonable, or mass murdering, puppy raping psychopath, have those options there yes, but also have karmic choices have a bit more subtle than that.
5. Anything that attacks without provocation SHOULD NOT effect karma one way or another, they should just be free game.
- Fix the stealth on companions already! In any Bethesda game that has companions they will always give your presence away, because their sneak skill is inferior to yours and/or they go ballistic at the slightest provocation by an enemy, which makes companions quite useless for any player that prefers stealth. In fact, companions should be invisible to enemies and enemies invisible to companions, they should only notice and thus attack each other if the enemy is already in full alert and attacking the player. If I want to stealthily kill everything, my companions shouldn't go all Leeroy Jenkins at the sight of an enemy or when the enemy gets slightly suspicious.
- As for the stealth itself, if the enemies notice something off, they shouldn't just patrol for a while then go on like nothing happened, it should increase their alertness, i.e. add a couple in game hour buff to them that improves their ability to detect you when you sneak should go up somewhat, but only once. It's all too easy to avoid being spotted when a high enough sneak skill, and this would fix that.
- Last, Bethesda should look over mods that have been made for their games and incorporate the more popular ones into the game from the outset. Some of my favorites are The Baby Deathclaw Commander, (because I like being able to raise a creature from infancy, it helps me get attached to them) Robco Cerified, (I like the idea of making and repairing robots for my own use, and it makes sense to be able to anyway) Project Nevada, (it adds in a bunch of optional features like vision overlays for head equipment which would effect your line of sight, zooming, nightvision, heat vision, and EM vision for helments which it would make sense to have that functionality, etc. it's an excellent mod that adds quite a bit) and armor schematics (which adds in craftable armor to the workbench schematics.) Really, there's a lot that modders have made that makes the base game look rather plain, and a lot of it is stuff that should have been in the game to begin with.