Though all of his answers are not new, some of this information hasn't been previously confirmed:
-You can turn off your compass, cross-hair, or health, stamina, and magicka bars by adjusting the HUD opacity settings
-After picking flowers, they are removed visually from the plant
-No more speechcraft mini-game like OB. Speechcraft will now be more like Fallout 3
-Alchemy must be done at an alchemy lab or 'station' and can no longer be done on the fly while out in the game world like in Oblivion (Much more realistic if you ask me.)
-There is a decapitation perk that is part of the one-handed perk tree
-While playing, Pete's character was given a 'Choose Your Adventure' type book BY A CHILD in the game - so in addition to regular books, there are 'interactive' books in Skyrim
-He was asked if the player actually goes out into the woods to cut down trees, which we don't. It will be a station we go to like in the demo where you see the man moving the large log onto the cutting area. It's a designated station we use to cut wood, just like the stations for alchemy and forging. His exact words: 'No, it's almost like a "station", like you have for alchemy or the forge. You go use a woodpile.'
-You can have a weapon in your left hand and nothing in your right
-Right bumper is SHOUT, left bumper is SPRINT
-(Previously confirmed) You can only view your character in the game world, not in the menu
-(Previously confirmed) The random third person finishing moves can not be turned off
-(Previously confirmed) Midnight releases are definitely happening
Pete also cleared up that CVG article that stated 'Skyrim is considerably smaller than both Cyrodiil and Morrowind' by stating 'They're mistaken. If anything, it's bigger, certainly in terms of content.'
He also explained the need for the clairvoyance spell: Stating that it is a 'quest target,' and further explained that 'in the demo, the next step in the quest was to return to the quest giver, which would lead you from the dungeon.' There’s also a proper explanation by Todd Howard explaining that 'the spell creates a path to the current objective,' and that 'the reason for this spell is that the dungeons can sometimes get confusing.'
I knew the dungeons were hand crafted by level designers, but this points to them being much more elaborate than I first imagined!