1. Bring back the class system. All archetypes fall under one of the three "base classes" established in pretty much every game but Skyrim. But if you really miss that system, you can pick the "Prisoner" option: you have no class and can level anything you'd like ala Skyrim, but as you have no prior experience (class) in anything, it's all much harder to learn and explore. Each archetype has a "focus" tied to its build, usually related to its base focus: Stealth, Combat, and Magic. As an example: Pilgrims, Acrobats, and Scouts all fall under the Thief's family and can all use Stealth; but the Pilgrim is better suited to playstyles centralized around getting others to do the dirty work for you by having a stronger Charisma/Personality stat and using Stealth to leave combat sooner or sneak through dungeons, Acrobatics get unique dodges and attacks to fit their flipping around with Stealth to gain bonus effects on attack, and Scouts will try to look for advantageous spots or disadvantages to an enemy via better eyesight, perhaps complemented with a wider crosshairs when firing ranged weapons and using Stealth for that sweet critical attack.
2. To that end, introduce subclassing. At a certain point in the game, you can pick an additional class to complement your build or gain additional skills; however, you will not gain that class's bonus abilities or unique skills so as to keep choices regarding that matter important rather than an afterthought.
3. Magic must be more diverse and be fun to experiment with. Bring back Oblivion's magic crafting system, let people dick around with uber-powerful fireballs of Fuck You™ or stealth spells that heal all your health as well, or a Calm spell that soul traps a target, etc. etc.
4. In terms of story, introduce it on the surface as a simple story of the Thalmor trying to gentrify and assimilate Valenwood into the Aldmeri Dominion. (As to why they're resisting NOW, let the writers figure that out later.) Put down a few anvil-dropped-on-the-head hints of TES's deeper lore, e.g. mentions of Towers and CHIM and whatnot. Point people to the right NPCs and the right books to get them curious, add side quests that explain certain key concepts to said lore. Let the main story/quest still be simple, but the further you wind down Valenwood's side quests, the deeper the lore gets.
5. Lots of dungeons, buildings, fortresses, etc. to explore should be added; normalfags fuckin' love dungeoneering, more than they let on, at least. Secret entrances, hidden rooms full of loot, traps that leave you in a room up to your neck with enemies? Add it all in. (And for god's sake, no more zombies. Shit.)