We could do with an injection of the Fallout quest-designer philosophy, but only if its done well.
Eeeehhhh.....

I feel like a gossiping housewife sometime just walking through town. "Oh, somebody's son is missing? I better go find out what's going on." "Oh, so you guys stashed the treasure there? Cool, glad I overheard so I can get there first." To make matters worse you get irritating quest notifiers as well as that awesome sound clip and 64pt. font text for the next few minutes.
It's all well and good that they had included a lot of quests, and I personally rather enjoyed the radiant quest system, but for the love of god don't force me into 12 quests in my first 20 minutes of play. It's annoying and can be overwhelming. I can't think of many other games that stiff armed you into quests the way Skyrim does. Most of my memories of side quests were a result of going out and bothering people in their houses. When I wanted to join the thieves guild, I went over to the shady guy in the aisle after dark. I wasn't confronted by him in broad daylight in front of a guard.
It's simple things really. Don't force us into quests. Give us more endings so we can at least role play morals. And finally, don't treat us like we're 11. The biggest argument for being handed quests I heard was that it was intended for younger audiences so they knew what to do. The game is rated M for Christ sake, why target everything to younger audiences? It's irritating. If some little kid can't figure out what the do with the game, he's probably not old enough to be playing. Additionally, let you ask people in town and barkeeps for rumors (Which they already do to some extent) and have them give you misc quests, that are FAR easier to ignore, saying "See Joe about a Draugr". And then from there, launch the full quest if you decide to investigate.