Actual quest directions instead of fucking GPS?
I will agree with these two. I didn't say SKYRIM HAS EVERY SINGLE THING WE LIKED IN MORROWIND, did I?
Actual fun and useful spells like levitation
I've addressed the levitation issue in the post you failed to read due to the vomit-spewing neckbeard shitlord instincts kicking in.
Rendered obsolete by fast travel system, which was the staple of every single TES game with the exception of Morrowind. I myself prefer Morrowind's in-universe transport system myself, but there's nothing wrong with fast travel.
Fast travel thats not just simple "click on any location and teleport there instantly"?
You mean, like fast travel from Daggerfall?
No, not like that. In Skyrim you need to visit the location before being able to fast travel there.
Minor/Major skills and fucking attributes?
A gameplay abstraction that ultimately amounts to little more than hand-holding. Roleplaying a specific class involves using skills that pertain to this class - if you need the game to remind you "YOUR MAGE ISN'T SUPPOSED TO QUICKLY LEVEL SWORDS AND HEAVY ARMOR", then you're doing something wrong. I'm playing as a mage in Skyrim, and I only get regular skill growth in magic skills, Alchemy and Smithing, plus a skillpoint in Lockpicking every now and then, because these are the skills I actually find useful and consistent with my envisioned character class (there's no reason why a mage can't be an expert goldsmith who crafts his own amulets before enchanting them).
Now, if you were to get equal skill points in every skill, regardless of what you use in the game - that would be a broken system, because it would not reward effort nor keep track of what you use vs. what you don't use. This is not the case in Skyrim. You use swords and heavy armor often enough to get from Novice to Expert - therefore you're a warrior. This makes more sense than the other way around - you call yourself a warrior, therefore you're suddenly handicapped at picking locks and sneaking.
And I bet you can't provide a single argument as to why a good TES game absolutely MUST have attributes and minor/major skills beyond "THAT'S HOW IT'S BEEN IN OLD-SCHOOL DAYS!!!11!"
Interweaving guild quests excluding you from becoming headmaster of every possible guild?
Oh yeah, like the way you totally can't become leader of both Telvanni and Mage's Guild, or both Imperial Cult and Almsivi Temple, right?
Morrowind had you choose one out of three Dunmer Houses, but in all honesty, the only real in-universe option was House Hlaalu. There's no possible way that Telvanni or Redoran would accept an outlander n'wa among their ranks, let alone become their leader. This includes outlander Dunmer, and especially all other races. Yeah, I'm sure there's nothing ridiculous about an Argonian or Khajiit becoming leader of House Telvanni.
Oh, and interweaving guild quests - please, name one.
Hand placed and interesting loot?
There's plenty useful unique loot in Skyrim, including Sheogorath's Wabbajack that has a random effect, up and including transforming your enemy into a mudcrab or a dremora lord.
Handcrafted and unique world that encurage you to explore instead of following fucking quest compas?
Following the quest compass is unnecessary in Skyrim, you can pretty much disable it entirely. It's true that NPCs don't give you directions to the quest location, but once you look it up in the journal/map, you can freely explore the game world and find it on your own, provided you remember the general direction and what you're supposed to be looking for. That's how I do it, at any rate, no quest compass.
both Dark Brotherhood and Thieves Guild are pure shit in Skyrim
I wouldn't know, I'm playing as a mage, and since I don't need the game to slap my wrists every time I do something non-mage-related, I never tried to join thieving organizations due to not being a thief.