Much of that is stupid and pointless though.
less diseases. its not like oblivion, etc was really doing anything with each. it was all just "cure disease". if we did have to ID type of disease by symptoms. maybe. if we had to match cures to disease type. maybe. Maybe if the MEANS of you catching diseases varied as well. like, swimming in water, sleeping outdoors, eating the wrong foods, opening dungeon chests, picking mushrooms, etc. (this was a thing in morrowind from what I understand)
skyrim doesn't have a single mega city. no shit? the individual cities are typically a bit larger then oblivion ones.
spell effects. again, most are totally useless. oh no. I lost "drain".
fortify attributes go here too. as, again. its not like the games were really using attributes in any meaningful way. Kenshi and path of exile do attributes well.
removing attributes, which were not meaningfully being utilized is fine. much of the reduced spell effects, and custom spells are directly tied to this.
less skills. hand to hand is actually better in skyrim, as its supported by enchantments, and heavy armor perk, unlike oblivion. so saying its not a skill is stupid.
speechcraft/mechantile was combined. again.. so?
one handed weapons were all merged together. same with 2h.
and without perks, its not like those skills really meant much.
no athletics. again, its not like it did much. its effects were just moved to other things anyway.
no mysticism. again, spells mostly just merged into resto/alt/illusion.
Custom spell creation. meh. it largely seems to be a relic of lacking quickwheels, and favorites. Skyrim DOES have it. dual wielding spells. that is the replacement. left hand/right hand, or both to empower a single spell to be stronger.
and don't get me wrong. its like the perk system. syrim's perk system is better. but...its also still totally shit, completely underutilized. I suppose the perks also do take the place of custom spells in many ways.
"bound weapons cast soul trap on targets" for example.
But it is mostly stupid shit like, extra duration, etc. how about instead of just "summoned undead have 100 more hp." its, summoned undead are heros. with better armor, weapons, and skills?
"destruction spells impact" "frost spells paralyze", "shock disintergrates", "fire causes terror' are all good ones. and also examples of how "custom spells" still actually exists, its just here.
(again, not considering Morrowind. even in the short time there, I see a number of things that I would like to see brought back. but at the same time, people totally gloss over a ton of things morrowind didnt have as well. like npcs being static in it. merchants never move. arrows vanish. mounts, etc)
the only things in Oblivion I notice as standouts are, acrobatics skill effecting jump height. being able to craft potions via tools, and multiple tools to effect power. skyrim guild quest suck of course. feather spell. replaced with Lydia I suppose. (its on gear in skyrim, not a spell.) the silly zoom in effect while talking to someone. (as much as people meme on this, and as much as skyrims, is more "immersive" I think people actually love this). fatigue effecting spells. (they removed this in the remaster for some reason.) guild quests are better.
skrym added back in lycanthorpy.
expanded followers greatly.
expanded perks greatly.
more towns/villages/farmsteads.
far more diverse poi.
massive amounts of QoL at every level. as bad as skyrims ui was.. its still leagues better then oblivions. favorites, quickcasting, etc. people are modding the remaster already, as even its UI improvements aren't enough. finding spells/items in the menu is a slog.
smithing.
Roleplay/survival mode friendly fast travel,. Carriages.
significantly expanded random events. (the biggest issue here was their trigger locations were a bit too obvious.)
Skyrim:World Interactions - The Unofficial Elder Scrolls Pages (UESP)
fixed bound leveling system.
expanded powers, via dragonshouts. stuns, teleport, faster attack, etc.
expanded havoc physics.
is marriage only skyrim?
alch loop returns.
learning ingredient effects by eating. a silly but fun immersive effect.
no weapon durability.
off hand block, main hand attack. shield bash.
dual wield. again this is why all the weapon skills were merged/reworked. 1h, 2h. so you could 1h dw a sword/axe, etc.
as noted. bare handed is actually more supported in skyrim, with heavy armor perk, and enchanted items.
bows actually have hidden draw/arrowspeed/damage mechanics. (which is again something that should have been expanded on in perks more. slow, heavy 1 shot bows, versus fast run and gun bows, and perks.)
merchants actually have gold inventories. which can be depleted.
location based crime. (which could be greatly improved on still)
most crimes need a witness.
I think deadric quests in skyrim are better though. merida's in oblvion is just, "go kill that 1 room of necromancers 20ft away" everyone shits on skyrims guild quests, no one mentions the deadric quests being better.
can throw things with telekinesis.
dragons. (and not just a meme. think about the extra work for flying, landing on perches, the random attacks, attacking villages, the crash landings.)
and sure there are things in Oblivion that I see has neat ideas, but are wholly underused or busted. such as the spell crafting, attribute gain based on skills used, haggling, many of the useless spell effects, spells, diseases as noted.
the easy to obtain hard capped attributes are terrible. underrail(attributes at start, +5 or so while leveling. breakpoints to unlock perks.), mount and blade(+1 every four levels. gates total skill level), kenshi (no cap to attributes, gained by doing. dimishing returns on exp gain. )
by being easy to obtain and capped, they may as well not exist. kenshi is the closest, and the best direct fit. we have learn by doing for attributes. (not on level up.). we give a soft cap, and dimishing returns on attribute value. so, we can get 200-300 str. but, +15 str when you have 50 would be far more then +15 str when you have 300 already.
Does Oblivion even have location based quests like the Falmer lighthouse, witch shack, or archery teacher like Skyrim?
I suppose I did come across a farm one. that counts. but again, there is WAY more of that shit in skyrim.
pretty sure skyrim has way more monster types too.
en.uesp.net
en.uesp.net
like look. on the surface it may look like oblvion has more undead. but, most of that is just leveled versions.
skeleton, zombie, ghost, wraith, lich is the base. 5 types. with 4 types of skel, 3 types of zombie, 2 ghosts, 3 wraiths,.
while, skyrim has dragon priests, draugr, ghost, skeleton, zombie. also 5 base times. (ignoring DG, and CC stuff.)
but.. those ALSO have leveled variants, or type varients.
druagr are male/female. they have warrior/warlocks, in addition to leveled variants. 10 kinds.
or goblins. 5 kinds in oblivion, leveled.
lets look at falmer in skyrim...
melee fighters, melee bosses, archers, shaman, spell swords, spellsword bosses.
then each of THOSE have 5 leveled variants. (skulker, gloomlurker, night prowler, shadowmaster.) so, 30 kinds of Falmer.
oblivion does have more daedre.
but skryim has dwarven automations, and general monsters. 12 general monsters. compared to oblivions 7. and that is not even including the leveled versions. only the minotaur in oblivion has a minotaur lord variant.
6 kinds of dragons in skyrim alone.