Forward: Fighting in melee range with a staff (for me) feels clunky and unnatural. I also prefer the aesthetic of the melee combat in this game over the staff. I am suggesting several ways one could implement melee oriented weapons that scale with and restore magicka.
Option One: Bound weapons line.
The most obvious choice within the lore of TES, bound weapons are simply conjurations from a daedric plane manifest in the shape of common mortal weapons. Examples exist in previous games such as the bound sword, the bound battleaxe, and the bound bow from Skyrim. These weapons, once cast, were functionally indistinguishable from standard weapons. However, there existed two methods to strengthen them: being a better swordsman, or investing into the conjuration line. Ergo, in the canon states that these weapons grow more powerful with magical aptitude.
The gameplay proposal: Create (one or several) line(s) containing skills and passives. This one would be the trickiest to impliment. I will operate assuming one line, but if ZOS elects to go multiple (assuming they even consider this) that is their prerogative.
Skill line:
Ability one: Elemental Conjuration.
"Imbue your weapon with magicka and strike forward, dealing x magic damage."
Morph: Unstable Elements: Instead of dealing magicka damage, the attack randomly deals frost, fire, or lightning damage.
Morph: Penetrating Elements: In addition to dealing damage, inflicts minor breach on the target for 6 seconds.
Ability two: Delayed Spell.
"Place a curse on your enemy which will sap their vitality after 4 seconds, dealing x magic damage and heal you for x% of damage done."
Morph: Sustained Drain: The ability now deals less damage once per second for eight seconds.
Morph: Delayed Rejuvenation: Restore a small amount of magicka if the ability damages your target.
Ability Three: Paralytic Infusion.
"Imbue your weapon with a short lived but highly potent Paralyze spell and strike the target, dealing x magic damage and stunning then for 4 seconds."
Morph: Lingering Paralysis: After the stun ends, the target is snared 30% for four seconds.
Morph: Piercing Paralysis: Target is now stunned even if blocking at the time of impact, though damage is still reduced as normal. Dodging and immunity still prevent the stun.
Ability Four: Hastened Weapon.
"Induce a hastening spell on your weapon to let it lead your charge. For 10 seconds gain minor berserk and minor expedition."
Morph: Advancing Weapon: Activating this ability removes snares and provides four seconds of snare immunity.
Morph: Unstoppable Weapon: Activating this ability provides four seconds of CC immunity.
Ability Five: Radial Burst.
"Channel your magic through the weapon and project it around you as a spectral swipe dealing x magic damage (in a melee radius)."
Morph: Directed Burst: Ability can now be cast with the same radius up to 20 ft away.
Morph: Elemental Burst: Ability now deals a small amount of fire, frost, and shock damage and has an increased chance to proc status effects.
Ultimate: Magicka Dispersion (175 ult)
"You and up to 11 allies within 28 meters deal an additional x magic damage with light and heavy attacks for twelve seconds." (Note: User's attributes are used for all allies to provide one flat scale number).
Morph: Focused Dispersion: Instead of being granted to allies it is instead a self affecting ability. Each light and heavy attack builds up to deal damage at the end of the twelve seconds.
Morph: Healing Dispertion: Light and heavy attacks restore health and deal damage.
Passive 1: Elemental Affinity: While a bound weapon is equipped, your bound weapon abilities do x%/x% more damage to burning, concussed, or chilled enemies.
Passive 2: Focus Magicka: Each successive light and heavy attack increases the damage of the next bound weapon ability by x%/x%. (Does not affect Magicka Dispersion and morphs).
Passive 3: Practiced Conjuration: Reduce the cost of Conjured Weapon abilities by x%/x%
Passive 4: Soul Sap: Killing a target under the influence of a bound weapon ability grants x magicka on a (time)/(shorter time) second cooldown.
Passive 5: Secondary Affliction: Increase the chances of applying the burning, concussed, or chilled status effects by x%/x%.
Option Two: Trait.
What I would consider the much easier choice for ZOS would be adding a new trait to one hand, two hand, and bow weapons. The trait stone could make any stamina ability cost magicka and deal magicka damage instead of physical damage/poison damage. The lack of "trait" is offset by traditionally lower costing abilities for stamina weapons now being afforded to magicka, providing pseudo sustain.
The glaring issues I see with this option is firstly: what about resto and destro? Do they get this trait? What about armor? Going down a physical damage for the destro tree might be a bad idea, so you may end up with uneven traits.
Thoughts?