In RL, if I help a guy out of a serious jam, he may be more inclined to listen to me for advice and or seek guidance from me... in Skyrim, no matter what you do and or what side you've chosen, Balgruuf always sides with the Imperials.
Wait wait wait... People actually listen to you if you've provided assistance or reliable advice in the past? What paradise place to you live in?
It's a sad reflection on the real world when our actions in fantasy worlds have more meaningful consequences than just about anything we do (aside from committing murder) in our own lives. Lets face it, reality has even less tangible results than Skyrim does.
Anyway, I think a lot of people are forgetting the good'ol days when we DID have serious limitations. In Daggerfall, regardless of your rank, your standing in a Guild, Temple or Organization gradually decreased as you did jobs for rivals, or just went too long without doing a job for them. People complained profusely over it (admittedly in the primitive internet forums that existed in the late 90's) because it forced them to do work, running around between towns just to do jobs for organizations which inevitably lowered their reputation with others, creating an endless cycle with no real accomplishment. You know... Like Mercenary work.
So, partly because of this, they got rid of reputations in Morrowind. Instead of reputation, to rise in the ranks you just had to complete the prerequisite quests... Oh, and have certain skills at acceptable levels (you had to be good at magic to rise in the Mages Guild!? *gasp!* ). Well, people didn't like that either, because in order to become master of all the guilds you had to spend time grinding out skills (anyone who has put on a suit of armour and let Cliff Racers beat on you for 20 minutes knows all about this). Oh, and if your fame got above 10, the Theives Guild wouldn't let you join.
They have, in the past, tried some range of consequence, and it's always ended up with backlash. There is a reason why they promote freedom rather than concrete consequences.