I have played since april 2014, and seen changes come and go, but still feel that ZOS is leaving out a good couple of things, and then ignoring theyre mistakes. So I am here to write what i think would be descent changes to allow more varied playstyles forth, with the 4 classes.
First off i will start with Nightblades, as it the class of my main character.
Assasination.
Killers blade to do physical damage opposed to magical damage, as with the mighty CP makes using executioner from 2handed much more effective damage wise as killing blow instead of Killers blade.
Executioner to restore stamina/ magicka based what is highest, as stamina DPS dont have much need for magicka (as well as not screwing magicka NBs out of magicka regain).
Shadow
Shadows/shadow image, This ability for being the last in the skill line is remarkebly low damage, My advice would be to increase theyre damage (as it would be almost the only DOT from the Abilities that arent shadow path orcrippling grasp) Making the shadows scale of weapon damage, as they are using daggers to attack theyre foes, and the shadow image to deal damage based on spell damage, as it is now flinging some spell orbs instead of being an archer.
Siphoning
Switching out Agony for a more usefull ability, as agony is mostly the least used NB skill, since it is a spell with cast time, and much worse then the DKs fozillize.
Power extraction do gains some bonus other then the minor damge increase.
And Now over to the DKs
Ardent flame
For the Empowering chain to scale of stamina, as the empowering chains are never used in combat.
Fixing the accuracy of the fire breath abilities, as it hit very few enemies, you are even likely to get more hits from using 2handed cleave then fire breath, and fire breath has 3 meter bigger radius.
A stamina version of the flame whip, dont know which one, except that i would to use a whip together with a greatsword^^.
Draconic power.
Talons, Mainly to fix the lag of the display of the talons, as they tend to show up at time 2 seconds after being cast, and not being removed from roll dodging out of it.
Earthen Heart.
Stone fist, for it to have a stamina version, as it already does physical damage, one would assume a stamina version should be there of it.
Mountain blessing, for it to be fixed so that you gain the minor brutality buff, as it does not show up, making DKs the only class with a dysfunctional ally buff.
And now over to the sorcerer.
Daedric summoning ( i actually have nothing much to complain about from dark magic)
For the clannfear to grant some bonus as well with stamina (making stam sorc more viable as well as granting a fighting companion)
Bound armaments to give a minor health and stamina buff instead of the mostly useless heavy attack buff, this would make it more viable for tanks or stamina users.
Hardened ward, ( you knew this was comming). for it to increase cost if its being cast again before reaching the 3-4 sec cooldown (similar to bolt escape) Wouldnt screw the magicka sorc out of defence, but would screw over the notorious shield stackers.
Storm calling
Overload, ( i could say much about this one, but its already said alot to nerf it, so i shant go there where so many other have already gone.)
Lightning splash to have a stamina morph, (somewhat similar to Npcs using that thunder hammer thing, giving stam sorc a more viable means, although it would be a cone attack)
Streak to be fixed with the actuall stun duration mentioned in the tooltip, as it is currently stunning for 3-4 seconds instead of the said 1,5 seconds.
And to the last, the templar
Aedric spear.
Biting jabs to be given a more usefull side effect, as the crit is good in the start of the game, it become increasingly useless when you have obtained the Expert hunter from the fighter skill line.
Focused charge, to be given a stamina option, as it seems to close to a physical attack in animation.
Also giving a clap for the burning light, which actually bases itself of the highest, and grants a better playstyle variability ( more or making the templars the one size fits all of the classes).
Dawns wrath
Radiant destrutcion ( Hey im not the only one, though not aimed at its damage, as the soon to come Cyrodiil change the dam reduction should prevent the high damage) For it to be able to lose focus if the target is to far away, as it is far to accurate, more or less not letting go after the initial hit, leaving to the know scene in Cyrodiil where you see 2-3 dead bodies still with the radiant destrution animation still on them.
Restoring Light.
Repentance to restore based on the highest skill be it magicka and spell damage, or stamina and weapon damage, as i get 1800 more health and stamin out one with my healer opposed to my stamina templar, since it is a skill that cost nothing to use.
Channeled focus, to cost more, as for giving back a nice portion of magicka it cost significantly less then the one that grants the minor healing received buff.
That is all so far for class skills, over now to the rest of the lot.
2 handed
Heavy weapons, for the axe bleeding to be more potent, as it is much weaker then the dual wield bleeding with have more chances for bleeding if the player is using 2 of them.
Critical charge, to give it a length of at least 5-6 meters away from the target to be used, making it not viable to charge, then go back two steps and then charge again.
One hand and shield ( dont really have any complaints about this, so moving on)
Dual wield ( not much complaints there either)
Bow.
Focused aim/ lethal arrow. For it to be given more usefull damage, Making Focused aim more hard hitting against greatly armored enemies ( tanky npcs, dwemer constructs, and other armored foes), whilst Lethal arrow is more damaging against more biological creatures ( humanoids, monsters etc), Making more of a choice between which focus you should take.
Destruction staff
Making the lightning and ice staff more viable, as fire staffs are more or less the only used of the elemtal staffs.
Restoration staff (no complaints there either)
And now for armor skills,
Making the skills like annulment/ evasion and Immovable having cost reduced based on how many pieces of that armor the player is wearing, making it highly costy if you wear all light or medium, to use the immovable ability.
And now guilds.
Fighters guild.
Trap beast, i would sugges to make this skill actually usefull, it should summon up 3 traps, instead of just one, as i would more or less completly useless. As well as making the Lightweigth beast trap similar to that you can choose where to cast them.
My other would be to give fighter guild a passive to inrease stamina, as a magicka user can have consideribly more magicka at the ready than a stamina user can have stamina.
Mages guild ( no complaints there)
Undaunted ( nothing there either)
Alliance war
Vigor to be more availible ( wont talk about it much, as that have already been greatly disscused).
For guard to be switched out with a more usefull ability, as it is the one skill from the alliance war trees that i have not seen one single person use, as it would utterly idiotic to waste stamina in tanking such a way.
Racial, mearly a suggestion for change, to make the racial buffs divided up into 3 sub parts for each of the 3 lines, one for health one for stamina and one for magicka, since taking my list of kills from pvp, altmer and breton have been heavily favored ( mainly because magicka builds have been heavily favored)
Crafting only one thing, to move away the snakeblood passive, as it is mostly useless, as the potions made all have possitive aspects to it, making it a useless passive.
And a quick look into elemtal ressistances, it is rather badly made that all ressistance are either counted as A physical or B spell, making rather bizzare to easily mow down a group of fire atronachs with ease, using not but flamedamaging abilites, or dealing poison damage to dwemer construct, i would recomend adding a separate line for elemtanl ressistance, making it required to change skill/ tactics for various enemies, then just gathering them in, and mowing them down.
That is it for my long list of complaints and hopes for fixes, hopefully some of these will be heard and followed, and perhaps tamriel will be more diverse in styles than just good style for each class.