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I also noticed this in Oblivion with regards to spellcasting: Spells in general were cast faster in First person mode rather than Third person, probably again due to the increased FPS in first person from a lower amount of visual processing. I never bothered to quantify it though: Very scientific of you to do so! :)
With regards to skill increases:
http://en.uesp.net/wiki/Oblivion:Increasing_Skills
The way the Oblivion skill levelling system works is that each skill level requires a certain amount of 'experience points' to be gained. The amount of 'experience points' required to level a skill at a particular value [say from 30 to 31] is the same for all skills, EXCEPT if a skill is from a character's Combat/Magic/Stealth Specialisation [in which case only 75% experience is required per level], A Major Skill [60% experience required per level], or Both [60% of 75% = 45% experience per level]. This is why Major and/or Specialised skills level faster than others.
In addition to that: Certain actions are required to level certain skills, and each action may level a skill at a different rate. The table in the link, 'Acquiring Certain Skills', lists the actions required and skill points/action given. For magic skills, increases in general require spells to be cast 'at a valid target', which basically means 'any spell cast on self', excluding Destruction [which can ONLY be increased by hitting opponents with spells].
Looking at the values for each school's 'skill points given per cast': Conjuration is 6, Alteration is 4, Illusion and Mysticism are 3, Destruction is 1.2, and Restoration is lucky last with 0.6. This means that to get the same skill increase for 1 Conjuration spell cast [6 points per cast], requires 10 Restoration spell casts [0.6 points per cast].
I imagine that this was the developers' intention, given that Restoration spells are universally useful to any character [healing is useful to everybody!], and that ANY character starts out with the spell Heal Minor Wounds. Similar for Destruction: Everybody starts with, and can cast, Flare, and so the skill points granted per cast for Destruction are lower than schools with typically more Magicka-Intensive spells that are harder to acquire, such as Conjuration.
Of course, as soon as a player has access various spells and to a Custom Spellmaker, this all can be quickly turned on its' head. In the original game, gaining access to Custom Spellmaking required significant effort to achieve [i.e. all 7 mages guild recommendations]. So the spell cost-skewing was probably a little more justified.
Given the Wizard's Tower DLC plugin available now, it's not too difficult to get access to a Custom Altar within the first few levels, make a Summon Skeleton for 1 second spell, and grind Conjuration to 100 in a comparitively short space of time [even if its a non-specialised Minor skill!]. The same cannot done with Restoration.
http://steamcommunity.com/sharedfiles/filedetails/?id=873311868
At the beginning of this year, I made a 'Max Difficulty Character Guide' outlining a method to level and play a Stealthy Mage on Maximum Difficulty in Vanilla Oblivion. In the process of trialling out possible characters and methods up to the task, I also ran into the Restoration grinding hurdle. The only way I found to level Restoration at a reasonable rate, short of taping a key down or resorting to the console, was to get regular training [i.e. 5 points per level] up to 100.
In order to fit this in with everything else, this basically required periodic visits to trainers in between levels, so this style of play was not conducive to getting lost in exploration for hours at a time. I felt it justified at Maximum Difficulty though, when an 'anything goes' style of play usually leads to winding up dead. Mercantile and Athletics were two other skills that I found naturally level slowly, so in the guide I recommended the same thing be done with these skills as well.
But yeah: It is a little dismaying that Restoration naturally levels so slowly in Oblivion. May I suggest periodic training as an option, if you're not into modding, key taping or console hacking.
Training is 'less' of a shortcut in Oblivion and Skyrim than it was in Morrowind, when trainers had 3 skills each and you could train everything until it was all 100 or you ran out of money. There is a limit of 5 skill gains per level from training. So say Restoration is 60, you can only train it to 65 maximum before levelling up. In addition: Each trainer only trains one skill, and only to a certain level.
http://en.uesp.net/wiki/Oblivion:Trainers
An 'Advanced Trainer' will train Restoration up to 70. From there, you must gain a recommendation and location of the Master Trainer for that skill [which you can do from the advanced trainer once their designated skill hits 70 and you talk to them about 'Training']. Restoration Trainers typically hang out in Chapels. If you don't want spoilers from looking at the link, may I suggest looking there.
With regards to Armorer: There is a funny little hack you can do. If you boost a skill artifically with a Fortify Skill effect, MOST of the time the character will not gain the perks associated with the skill boost. HOWEVER, a character WILL gain the perks from boosting Armorer.
So you can make a Fortify Armorer 100 points for 1 second spell, and have a magic unbreakable hammer, thus removing the need to train it other than to gain Endurance points. :)