Alternatively they could just balance their fucking games and get rid of health/armor/damage scaling.
Hell, I wouldn't mind more... Realistic? Damage, where every weapon is useful in some way and for health to be completely fixed to what your Endurance is (as well as if you have the Life Giver perk). Equipment is what would determine how powerful you are and if want to RP as a character who doesn't use the beefiest armor out there then that should be fine and the game shouldn't force you to engage with enemies that are so dangerous that it requires such gear but it may lock off certain paths for you if you do so.
But leveling should definitely still be in the game. Quest perks are fine for smaller things like being able to skin gecko's in Fallout 2 for some extra cash. But need I remind everyone of the absolutely overpowered perks that were in Old World Blues and Point Lookout? And what if the perks which are force onto you doesn't fit your character? What if you want the game to be fair and balanced but because you get too many perks forced onto you you eventually become overpowered?
I don't like being 'forced' to gimp myself just for the sake of balance. It should be an option. With a leveling system I can decide that I don't want the combat to become too damn easy and pick a more support role perk. With forced perks you don't really have a choice. Especially not if it is the first time playing the game, then you have no idea what will be forced onto you.
Leveling is also a way for you to progress your character, to decide what ways you want them to evolve. But quite frankly I'd prefer it if we were given the 'option' to start the game at level 10 or something. I've never liked that in RPG's where I have a character in mind and I can't fully play it until I've leveled up a bunch first. To me it makes it seem like my character has done nothing in his/her life but sit with his/her thumb up his/her ass.
And a vending machine? Ew. Simply ew. There is absolutely no reason for perk selection to be restricted to a world object. Depending on the lore and where the game is set you could always have some sort of new perk-esque stuff that works in the way tonics in Bioshock worked. Where "vending machines" have their own selection of bonuses that you can choose from but restrict it so that the player can only get a certain amount of them (preferably a low amount, like 5, or fuck it, it can depend on your Endurance just like implants) and of course you can't change them. You pick one, you're stuck with it. But regular perks should still be in the game. This thing would be kind of an alternative to implants.
As to exp and skill points. Well if we 'have' to change the system again, first off we need actual skills back... Secondly, I'd like far more skills and sub skills, where as we use them we may get a little increase in them occasionally (learn by doing). Thirdly, I'd like for exp levels to handle perks only. As you do quests and complete certain challenges like FNV had you would get skill points, ala Deus Ex.
But I'm fine with the usual exp leveling up giving skill points and perks every other level (preferably every third, but make perks far more beefier).
I don't see the need to reinvent the wheel constantly, I'd prefer polishing up something that already works and once it is in stable state then start experimenting a little and flesh out from the already established system. Like keeping the old skill system (1-100) but experiment with it so that 1-50 is general skill and then it splits off into subskills for 51-100 which means you might need to put 400 skill points in Guns if you want to be a true Gun Nut.
And I don't see any good coming from removing the leveling system. Fallout is already so neutered from RPG elements, what good could possibly come from neutering it even further? Oh, right, money...