If you're looking at this thread then hopefully you've been inspired to get this enormous but rewarding project from alpha to its final release.
There is a small team of people who work on this website literally 24/7 (as a team, no individual has done that yet, close, but not yet). There are no team leaders as such, just people with knowledge around certain subjects, so there is no strict organizing or micro managing of things.
The tasks change on a weekly basis which is why it is difficult to assign people to jobs who are not listening in to daily conversation. To fully grasp what needs to be done and what has been done, you need to be proactive in seeking information and asking questions. But we will try and keep the forums updated as best we can.
The first important rule; is that if you truly want to help, that you carry through with your task. About 70% of people stating that they want to help invariable leave without trace. This in fact hinders the project. This makes it hard to organize or collate things, and just means that the people who stick with the project end up taking on the work, usually starting from scratch because the person has not communicated what they have done.
So without scaring too many people off, enthusiasm is great, but results are better.
Here are the current tasks:
Level Design / Editing:
We are in need of people who have experience with creating/editing environments in the Creation Kit or are willing to experiment with improving the Skywind landscape. There is a priority at the moment to focus on how major improvements can be done using various techniques that people have already applied to their own mods. This will be a mix of brainstorming for ideas on what can be done with possible scripts and also the invariable editing in the Creation Kit.
If you have lighting or effect experience then there are all sorts of neat things that can be utilized for Skywind that you might be inspired to try or suggest.
Please check out the thread below for more information: http://morroblivion.com/forums/skyrim/skywind-development-forums/landscaping-and-level-design/7471
Quests:
Setting up all the main quests of Morrowind into Skywind is a mix between porting automatically and hooking up information manually. If you are willing to learn the process then this will be a major step in getting the game working. Please visit the following thread for how you can help.
http://morroblivion.com/forums/skyrim/skywind-mod-releases/3306
There is also a detailed quest conversion tutorial now, so if you want to learn how to use the Skyrim Creation Kit, and really help out with Skywind, it's easy - no prior experience required. Provided you read the tutorial that is :)
http://morroblivion.com/forums/skywind/skywind-development/2800
3d and 2d artists for Modeling:
We have a core set of things that need to be done. This includes getting the Armor, Clothing, Weapons and Creatures into Skywind. These need to be defined exactly how each will be achieved, but if you are up for the challenge then you can help with getting this process underway.
For Armor specifics go to this thread: http://morroblivion.com/forums/skyrim/skywind-development/3423
For Weapon specifics go to this thread: http://morroblivion.com/forums/skyrim/skywind-development/5126
Like any Skyrim mod, you are more than welcome to work on any aspect of the game. There are 5,000 meshes and textures each, so plenty to enhance.
If architecture of a favorite faction is your sort of thing, or flora and trees, whatever it is, then go ahead. It might be fixing a texture to better a fit a model or remodeling the meshes themselves.
Whatever you’re forte, it will pay to state in the thread what you want to work on so that you are not at conflict with anybody else, but here is a chance to immortalize your work into a game.
If you are interested then we are currently setting up a 3D modeling team where we will have people who can concentrate of certain tasks. We will not limit you in anyway, if you want to work on something by yourself, that is fine, but we also will have a group that will work together on producing outstanding assets. Visit the link below for more information on the modeling team: http://morroblivion.com/forums/skyrim/skywind-development/3691
Creation Kit / TES5Edit / Modding:
Have some experience with the Creation Kit or know your way around ESP/ESM data? Without directing you to anything specific, state what you know and you will be able to jump right in and help. Leave a message and we will get you into the chat and tasks will surface for you to help with. We will need potential script writers for various game mechanics, so if you are interested in figuring out with us how to achieve some of these things, then you will enjoy becoming part of the team.
Here's a simple task: http://morroblivion.com/forums/skyrim/skywind-development-forums/general-development/6501
Navigation-Meshing:
Members of the team are systematically going through each cell, but it’s a time consuming task. We have some tutorials on what to do and we can help and direct you. This is good if you have a bit of spare time now. Check out the thread below for information.
http://morroblivion.com/forums/skyrim/skywind-development/3333
Coding / Scripting:
We have some tools that we are working on to help port things now and in future. We have some coders working on some Modelling tools. We use scripts to manipulate data as well, for various batch type operations. Any experience with the layout of data in all/any the Elder Scroll games will mean that you will be able to help with various needs and tasks. This is the core of setting up Skywind at the moment.
The thread below does not specifically define anything that needs to be done, but it’s place that we have discussed a few aspects of tools that we might need.
http://morroblivion.com/forums/skyrim/skywind-development/3487
Voice Actors:
A category that we have not focused on for a while, but we really need to get people on-board. Please go to the thread for finding about how you can help with voice acting.
http://morroblivion.com/forums/skywind/skywind-development/3022
General Tasks:
As I said it’s a small team so trying to organize tasks is a little difficult if you don’t have any of the above skills or knowledge. The best thing you can do is keep visiting the forum and there is bound to be stuff that crops up. We will post them here and you might think you are up for the challenge.
Hopefully one of these will tickle your interest, so welcome :)

One thing I thought about is
One thing I thought about is AI Packages. I'm at work so I can't check what we have so far but I guess not much or at least not assigned to the NPCs.
AI Packages is basically where you add life to your NPC. You put their schedules, say for a guard
breakfast from 8Am to 9Am in the local barracks
patrol from 9AM to 1PM in current town
lunch from 1PM to 2PM in barracks (or local pub whatever)
patrol from 2PM to 8PM in current town
dinner from 8PM to 9PM
sleep in barrack from 9PM to 8AM
etc... I guess some NPC schedule are documented in UESP or other wikis. Otherwise try to create something that makes sense (basically don't send a crucrial NPC to the other side of the island if it's not mentionned).
Don't be afraid by the AI thing. It's not that difficult, lots of tutorials in the Creation Kit wiki.
You basically create template and apply to NPC with specific parameters.
And voilà, people start moving around, living the life !
I know that's something I have interest in but can't work on due to workload on quests.
Only thing, I don't know how this interfaces with Navmeshing... but even if navmeshing needs to be done first, this task can be started.
Ooh only thing: don't modify any vanilla Skyrim AI package, otherwise it will impact vanilla NPCs