Okay, after further consideration (i.e. I saw this thread back on the first page again) I have come up with additional features I'd like to see.
- Craftable weapons/armor. Not just "you make another iron claymore", but where you can set the attributes of the weapon- weapon strength (heavier weapons are harder to swing but do more damage and last longer), balance (better crafting skills = easier-to-swing weapon), and maybe imbue them with properties during forging, sort of like enchanting. Your skill in crafting and with the item you're creating influence how well you make it. Also give the ability to personalize the look, with different colors, inset gems, "maker's marks", etc.
- Weapon/armor sets. The WarCry Mod for Oblivion does this, giving sets of armor with bonuses you gained if you equipped more/all of the pieces (like Diablo II). It provides a certain sense of tactical decision-making- should you break your set bonus for that nifty new pair of boots?
- Better character customization. Oblivion's facial customization system was overly complicated and hard to fine-tune (although Fallout 3's is even worse; my attempt to make my character look like me resulted in a DeForest Kelley clone [http://img.photobucket.com/albums/v320/theroguewolf/FO3SS1.jpg]). Plus you only got the same stock body as everyone else. Let us change EVERYTHING- height, weight, muscle tone, so on. Give us a click-and-drag interface so that we can manipulate cheekbones, eye width, even hairline without having to bother with sliders. Decent hairstyles would be nice too. And how about actual beards for male characters, instead of them ending up looking like they were kicked in the jaw by a horse?
- Better results from skills and buffs. Joe Swordslinger, with only 12 points in his sword skill, should only be able to swing his giant butterknife and block incoming hits with reasonable ability. But Bobby Blademaster, with 92 points, should be able to slash and stab, disarm an opponent, use combination strikes, target limbs, parry blows (resulting in a staggered opponent), and generally cause greater wounds. And if an already-mighty warrior drinks a potion that doubles his strength, his massive battleaxe should literally shatter shields and blades that come up against it. No more fearsome Nords with claymores being stymied by blocking Bosmer bandits with daggers!
- Locational damage. Why do I have to turn a Dremora's head into a freaking steel porcupine before it drops? Give me locational damage so that a good skull shot is deadly. An arrow in your knee should slow you down and a sledgehammer nailing your elbow should make using that longsword a bit more difficult. Healing potions and spells should take time to have an effect as well.
- Hunger, thirst and sleep. It's rather silly that my character hasn't had a bite to eat in four months and hasn't slept in two weeks yet is as spry as ever. Let food and drink be necessary, not just something to shove into a mortar and pestle for alchemy. Stalker: Shadow of Chernobyl has a Mod that imposes sleep requirements- go more than 30 hours without sleeping and the character's abilities suffer; six more hours beyond that and he might just collapse from fatigue. Of course, that would mean modifying or removing Oblivion's silly in-game clock that progresses half an hour for every minute played, but I change that anyway.
- Limited spell choices. I have to pick and choose my gear loadout based on weight restrictions and abilities; why not allow the same for spells? Rather than spell lists filled to the brim with essentially identical spells that vary only in power and mana use, force the caster to keep no more than a dozen spells (not affecting racial abilities, powers, etc.) "in mind". A portable spellbook would grant the character the ability to swap out these spells as needed.
- Better hand-to-hand abilities. Oblivion turned bare-knuckle combat into a joke. Take a page from FEAR, and give skilled H2H characters a nice selection of surprise attacks- leaping kicks, leg sweeps, nerve-point stuns,
crane kicks like the Karate Kid okay let's not get too silly. If someone is dedicated enough to get a character to master levels in H2H and unarmored combat, he or she should be a whirling dervish of palm strikes and shoulder throws, not the equivalent of a middleweight amateur trying to punch out a wood chipper.