We've been back and forth, done magic and stealth, but here is the last, and I expect, least sought out path: Melee. Now I can understand why you'd want to be a deadly assassin, moving through the landscape unseen and unheard, as you make your way to your target, successfully making his death look like an accident.
I can also see why you'd might want to be a powerful mage, watching your inferior enemies tremble in fear as you begin to set everything around you on fire, as well as enjoying their failed attempt to run away after you've iced them.
But people! We're forgetting the oldest kind of hero! The Knight! (The oldest actually is demigod, but nevermind that!) The big, strong, presumably handsome man, whose ability in close combat outmatches the brute force of any adversary, be that a brute orc commander or a fierce dragon that roars with fiery death! One who's not afraid to get up close and battle it out - And you know why? 'Cause that son of a bitch can take it! Every single punch, kick and swing you take at him, he just brushes it off and kicks ass. Sort of like Batman. Now, who wouldn't want to be him?
Bring it, bitches!
Unlike the two other paths, the tools (weapons) of the warrior are not limited to specifics, but he has a wide array, which brings me closer to the point - It'll just be a minute. The thing that keeps the warrior alive is the hardcore armor and the crazy amount of health, giving them the ability to absorb heaps of damage before finally falling over whilst dying a necessarily bloody death, preferably by dragon, so that there is a good excuse. This all means that he can get in close and make use of one of the more enjoyable aspects of melee combat in Skyrim: Finishing moves.
This is where the ability to mix and match all sorts of weapons, comes in play. It works like this: Dovahkiin has a different finishing move for every weapon and every enemy in the game - Surely you've seen the mace dual-wielding hero in some of the recent footage, whom slays a troll in the most awesome of ways. Now it is even cooler than... Batman!
No need to be careful
Why walk around with a shield spell in hand - Or crouched in the darkness, when it ain't necessary? You could be awesome instead! One of the great perks of rolling warrior style, is that when we scout through the dark cave, or through the trees of the autumn forest, we don't have to watch out, 'cause if anything jumps on us, we don't give a shit. We. Just. Kill. It.
... Or tame it, if it's a bear!!
Crafting skill: Smithing
This is just rad. Unlike Oblivion's armorer skill, this isn't about repairing our disintegrated fur boots with a hammer - Our equipment doesn't disintegrate anymore, so there's not really much to repair, now is there, Timmy? Didn't think so! No, instead we create, upgrade and sharpen stuff to make our armor tough and our blades deadly! Once we master this fine skill, we'll be able to create stuff out of even Dragonbone! But keep in mind that these bones are insanely heavy, so you may have to kill a couple of dragons in order to get enough bones back to the forge town.
Guild
The Companions - soon to be your companions, my brute friend! This is the warrior guild, equal to the fighters' guild in Oblivion, consisting of melee fighting mercenaries. They are primarily seated in Whiterun, but they have several sub-divisions elsewhere - I personally know of two: The Shield Brothers and The Circle. As you travel through the wilderness of Skyrim, you may come upon a farmstead, where a bunch of Companions are fighting a giant. Should you help them, their leader will thank you; Should you not, she'll be displeased with you - either way she invites you to go to Whiterun to join the companions.
Whether you have to prove your merit in Whiterun, or taking down a giant is enough, is unknown.