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And of course they are dangerous to be in, the dwarves have been gone for over two thousand years, it's a miracle any of their cities still stand.
As for the whole "They don't feel like people lived in them"? There's several large ruins where beds, chairs and tables can be found everywhere, and since they've been gone for millenia i'd just assumed the plumbing fixtures and tableware had been mostly picked clean (You still find cups and plates though) But this is a Skyrim issue in general; all the scales are way off.
Most cities would barely pass as castles; don't have enough people in them or around them farming for that matter. So within the jank universe it balances out.
As for the lack of discovering new things? all i can say is that the majority of the quests where you learn more about the Dwemer aren't structured like traditional quests, and can't be triggered by just walking up to something. This seems like a design choice on their part, and i do think it contributes signifigantly to the lack of intrigue compared to Nordic ruins to most people.
But it's also entirely a matter of opinion; i love the atmosphere and mystique of the Dwemer ruins. I love the sound design; where the sound of the machinery and hissing steam layers on top of the ambient score giving the impression of a strange, almost alien enviorment.
To me the steampunk elements that contrast so harshly with the rest of the world enhance this, and add to the mystery and intrigue.
Why hasn't anyone duplicated Dwarven metal after all these years? Why are their machines so difficult to replicate? Why haven't any of the ruins been cleared out by the imperials or stormclocks and occupied like forts?
Is it taboo? Or something more sinister? What happened to them? Did they ascend to another dimension? Or make a pact they couldn't furfill and someone was forced to collect? Were they just exterminated and butchered like animals because their infighting weakened them?
The lack of answers makes all of this more and more interesting to me, but i can see your points and don't actually dispute many of them.
(Soul Cairn... oh boy, I need, always, few cheats to speed up and leave from that SUPER boring place)
Now that place is MASSIVELY wasted potential....
You could literally do anything with the whole "This is where souls go when used in enchanting"...but instead it's a brown desert with gray castles strewn about, and no interesting characters. Only several relatively boring fetch quests, and a new food item that doesn't benefit you at all once you leave.
I haven't gone as far as cheating to make it go by faster, but it was very tempting.
Far better than oblivion. There was only like four or five possible dungeons that were copy-pasted all over the map. Yeah, the inhabitants could be different for each one, but it was impossible to ignore how every dungeon was a cave, and there was only four or five possible layouts for each cave. At least in Skyrim they're all unique, even if the variety of things that can inhabit them are far smaller. Of course, lack of enemy diversity is a problem throughout the entire game, not just in its dungeons. There's a reason there's so many monster compilation mods.
The dwemer were a fairly war-like race. Of course they'd install guillotines on walkways, killer robots in alcoves, and keep their living quarters as spartan as possible to minimize distractions so they can concentrate on building their next murder machine.
The walkway, and other thoroughfare, guillotines/arrows/scythes are to develop their serpentine skills as well as armor testing.
You find most of their killer robots in alcoves or other places out of the way so the dwemer can further develop their martial skills without bothering anyone else in case things go badly. There's usually an off switch nearby that the clean up crew makes use of prior to approaching.
(As well as another switch located in a nearby overseer office that can be used for training purposes. Sometimes you don't get to choose your fights, so the overseer will occasionally ambush the clean up crews to check their readiness).
It's referenced a few times (in game) about how little the dwemer left behind, making it difficult to discern what their overall purpose and their everyday life was like.
Blackreach and Soul Cairn is equaly boring. Soul Cairn is a bit better nowddays after they removed the mist so you can actually navigate that place now.
As for how they're still running? You have bandits, poachers, adventurers, scholars, necromancers, thiefs, cultists, madmen, goblins and all sort of mutated animal roaming abandoned ruins all the time. Not hard to trigger something.
In real life, for example, some traps from the old world still work when you trigger something. Same here, in a fantasy land.