The Elder Scrolls 6: 11 Past Mistakes Bethesda Can't Repeat
2. Completely Redesign Puzzles & Puzzle-Based Dungeons
As a modern-day concept in the average video game, puzzles are nigh-on impossible to get right.
Too obtuse and you've immediately made the player wonder if they're standing in the right spot or missed something obvious, though too obvious... and they're pointless. Games like Breath of the Wild and INSIDE walk that line to perfection, but when it comes to Skyrim, the majority of what's on offer always boiled down to "find X item and rotate to find a clue", or "Find the switch/lever in the environment to proceed".
Very basic, almost arbitrary stuff, and an indication that the developers most likely sat and thought, "Well, we should have something here", rather than design based on creative flourish.
As such, give us dungeons that require lateral thinking and genuine puzzle solving, but include enough hints in the environment as to what to do.
Again, Breath of the Wild does this by having a specific set of tools at your disposal - ones you know can be applied to each location - and though Elder Scrolls' gameplay is far more experimental, establishing a base set of 'rules' for these sections could work wonders.