Which was why it had the worst combat in the history of good RPGs. Like, Superman 64 bad.
I see what you mean, but as you say I think it's more for adventure-y title.
Oh, yes, one thing I really really want to see - trainers a la Arcanum. I thought it was brilliant - expend skill points to get better in a linear fashion (e.g. increasing gun accuracy) but speak to a trainer to get nonlinear passive upgrades. Imagine if there was a nonlinear trainer system integrated in the world - that is, there are different dodge trainers who train you in different dodge bonuses, but because they pursue different schools of fighting you can't learn them all. So while you are expending skill points in dodge to become better at the core idea of dodge, you must actually explore the world, talk to trainers, ally with them, do quests with them, to decide what kind of master dodger your character becomes - e.g. at dodging arrows or swords, dodging in heavy armour, dodging 'offensively'.
That would end up being a pretty significnat part of the entire system though. I'd be happy with any trainer model where you don' t just earn abstracted XP and spend it.
I love the idea of regional trainers. I think that you should be limited though to one school. I had a very similar idea to make the Elder Scrolls game more interesting and to replace the perk system.