Well I'm leaving tomorrow for holiday, and thought I'd get one last Skyrim report in about my likes and dislikes with the game. This may be a 2-parter, depending on the space I fill.
Necromancy - I have been waiting for an ES game where you can truly be an evil wizard, and practice the black arts. I was hoping that since in Morrowind, it said necromancy is not officially illegal in the empire, that Oblivion would allow its use, only to find out, that ass hole Traven banned its practice from the guild, so I couldn't be the evil master, I had dreamed of. Now in Skyrim, not only does the College of Winterhold permit the use of Necromancy, but the game actually lets me raise the body of slain NPC's who moan and groan as undead slaves. Sometimes, the zombies will even say thank you for killing them, and putting an end to their misery! Finally, I'm not bound to the close minded views of the religious folk, and am free to enslave my foes for daring to oppose me!
Better Wizardry - The way magic was set up in Morrowind and Oblivion made being a wizard class practically worthless. All the spells were designed in pop-shot fashion, so it was basically a hit and run system. In Skyrim, however, they have greatly improved the way the magic system works, so now being a wizard is not only worth the effort, but also fun. By the time I reached expert level in Destruction magic, I had maxed out my perks in fire spells, and was flinging around Fireballs, nuking waves of enemies and sending them flying. At long last, I actually feel how a wizard is supposed to feel, POWERFUL, not like some cheap trickster who tosses flaming darts while trying not to get crushed by the stampeding Orc.
Improved Daedric Quests - In the past games, Daedric quests simply involved visiting a shrine, getting an assignment, running out and doing it, then returning to the shrine. While in Skyrim, this is still true to some degree, the Daedric Quests are far more involved than they were before. Heck, you actually get to meet Sanguine, Sheogorath, and Nocturnal in person, rather than speaking to a disembodied voice, the whole time. It makes these quests well worth the time to play them, as they can range anywhere from cool, to amusing, as is the case with both Sanguine, and Sheogorath.
Homes and Weddings - At long last, you're no longer a homeless virgin, traveling about the world, seeking fortune. In Skyrim, I can finally purchase a place to settle down, and take a mate. Unfortunately, the rumors of having offspring are untrue, but I still have someone to come home to, after slaughtering half the countryside.
Perks System - While the Perks in Skyrim may not be as amusing and comical as many of the perks in the Fallout series, they are enjoyable, still. The perks seem to offset the removal of the character stats, from the other games. Now, they make your skills more potent, and even provide some degree of specialty ranks. Leveling your one handed weapons can take perks to specialize in axes, maces, or swords, while leveling Destruction can allow you to specialize in fire, shock, or frost, instead of it all being grouped into one jack-of-trades style of play. However, there is a reference to Fallout's Cannibalism perk if you successfully complete Namira's quest (Note, I previously mistook her name in the Waking Nightmare glitch, as its actually Vaermina who glitches up), which I couldn't help but laugh at when I noticed it.
Dual Wielding - I'm frankly surprised it took them 5 whole games before they included this option, almost every other fantasy game I can think of has allowed this. With the ability to now wield two spells at once, or even combine the same spell with both hands, I can unleash some powerful magical attacks, and with two weapons at once, I can feel more like a rogue, although it does drain stamina faster.
Fatality Criticals - Just as Fall Out had critical hits that dismembered your victims and killed them instantly, Skyrim also has the nice bonus of performing several fantasy style one hit kills. Such examples include grabbing your victim and ramming your sword into their gut, severing their leg tendons so they fall to their knees before you place both weapons to their neck and decapitate them Count Duku style, Running your enemy through with a two handed sword and hoisting them off the fucking ground before tossing them back down again, slamming your war axe into their face like some kind of homicidal axe murderer, and even coming up from behind and slitting their throats if you're lucky enough to get a stealth critical. These fatality methods make me seem like I'm in a hack and slash game, and more like a blood crazed barbarian, which I damn well better be if I'm going to be killing massive, fire breathing dragons with a sword. The neck slice also provides a better representation of being an assassin, if you prefer a stealthier game play.
That's all I can think of for the likes, next part of this will detail dislikes.