I think sniping from stealth should drop the stealth damage bonus, there's no danger from lobbing snipes off a wall or other high place. It's rewarding free kills to a riskless playstyle.
Beyond that, I think the stealth mechanic ahould be changed completely.
Right now anything stamina based gets a x2 damage multiplier and being seen will keep you locked out of stealth for a huge amount of time. I would like to see the damage multipiers be tweaked on a skill by skill basis, i.e. high risk skills like uppercut (melee with cast time) would have a high damage multiplier but low risk skills (ranged, allows multiple attacks to be queued before breaking stealth) would have little to none. A skill by skill balance pass should allow some magicka skills to get a stealth bonus aswell methinks.
Stealth needs to be easier to restealth in combat but also easier to uncover stealthers. I propose a line of sight, time, and distance based system, dropping the mechanic of being attacked locking you out of stealth completely. You should be able to stealth after, let's say, 3 seconds of being out of any enemy's line of sight as well as being at least 20m away from any enemies that attacked you.
Uncovering players from stealthers should still work by proximity but that neutral range should be explanded way out. Right now I believe it is 8m, that should be expanded 20m. To allow stealth attacks, you would have to be inside someones stealth detection range for about 10 seconds before you are actualy uncovered. Players would have a 10m range (forward cone) that would immediately uncover stealthers.
This should all make combat feel more alive.
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Now tell me your thoughts!
Gar'Sol the Wanderer VR14 Khajiit Sorcerer Spellblade