True, true. Many good points. Though, you could do spiders or scorpions just as interesting if need be, but I am not pushing it. So long as creature works and suits the world, I believe it is good. The only thing I don't want is for everything to be new and unfamiliar. Personally, I think the only reason to include familiar things is to emphasize the difference with unfamiliar things. My point is this:
If each thing is new and unique, it can be a good thing, but even Morrowind did not go that far. As I keep saying, there is a clear divide of native Morrowind stuff and foreign Imperial. As a player when you first start, you get familiar with the world. More often when not, you will start with Imperial guilds. Maybe not, but you can see these Roman-looking guys around, living in settlements quite like ours, wearing similar clothes and armor. Castles which are very familiar. You see some local stuff, but not too much.
But then you go out and explore and in the wilderness there is almost no sign of Imperial presence. It's all new and alien. And you embrace this new world and all its differences. Now, some might like sticking with Imperials, others just go native in the world. But you have options and contrast between the two.
As I see it and correct me if I'm wrong, lines are not so strictly distinct in Imperial province. While I still believe Imperial culture should appear similar to what we saw in Morrowind, we should be able to learn it from different sides.
Imperial province is more cosmopolitan, especially influenced are the towns near the borders, but also Imperial city is packed of different cultures and races. It's really easy to get lost in all that variety and strangeness. Imperial culture will be shown more specific with Nibenese and Colovian distinction, even further separation on cults, orders, beliefs.
It already is quite a lot for the player. Especially considering the Ayleid strangeness we are going to explore. I just believe that there should some form of normality. Horse carts are still used, not Silt Striders, right?
It's just that there is something more appealing to me in subtle abnormality rather than loud and clear. Morrowind kinda throws you off with it's weirdness, but later on you come to understand it more or less. Netches are kinda cows, Silt Striders are carriages, etc. You get used to it.
It might be against your current plans, so I'll just say what I think could work even better for Cyrodiil, but that's just an opinion, not criticism
I believe that unlike Morrowind, a reverse experience is better here. Players will come after playing Oblivion and with some familiarity with Cyrodiil. They will have their own expectations. And at first, it should appear rather normal. Nothing screaming "You are on a new planet!". But then you start talking to people, exploring the world. Notice many new details, they portray a new picture of the province. That is why familiar creatures will be awesome, because you can show them in new unexpected ways!
So when you arrive, you see a pretty normal country. Granted, less generic than Oblivion did, but relatively familiar. And little by little, you understand that you know very little. The more you learn, the more questions arise. And at the end, you understand that even though the world appears familiar, it's actually even more different in variety of ways from Morrowind.
To me, it seems like such a good theme for Cyrodiil. Things are not what they appear to be. That way of portraying Imperial province is more appealing to me, because it does not repeat Morrowind formula, but instead reverts it, plays around with it. And this idea of appearance not matching the inside works very well with the Empire. Just my thoughts.
And because of that, I don't think every single creature should be new and unfamiliar. Newts and trolls should still be balanced by dogs, horses, wolves, etc.
Think how cool it would be, to lure players in with rather simple things which most player will enjoy, because a lot of people enjoyed Oblivion and Skyrim and then show them how it's done! I believe strangeness of Cyrodiil should be sort of hidden in the deeper corners or behind closed doors. Not just out in the open. Sometimes maybe, just to provoke more critical thinking of the world around. But otherwise, element of surprise is pure gold in my opinion.
Hope I don't bother you guys too much with kinda repeating myself, but I just wanted to let you know some of my ideas. I love ideas for dungeons, since these are kinda hidden in a way. But I enjoy the idea of the world looking rather familiar, just for it to be turned 180 around, when you understand that it's really not the case