Actors do have Perks, but they can only be added to Actors in the CK. If you add them dynamically on runtime the Perks don't get added to them. So if you want an Actor to have a Perk, pre-add it in the CK.
I bet that the Cloak spells have a setting somewhere that adjusts the range. Haven't looked though.
Cloaks are broken into two parts. The cloak magic effect, and then an "aimed, concentration" effect. Each with their corresponding spells.
The cloak effect points to the aimed concentration spell. The cloak effect is what actually detects nearby enemies and "maintains" the second spell on them. Think of it as if you had a turret on your head that shoots the spell "flames" except it shoots a version of the spell flames that has infinite range. It will automatically target nearby actors within its specified radius, aim at them with perfect accuracy, and continually cast the spell at them until they leave the radius. It is an incredibly useful tool for new unique spells. Want a channeled AOE heal other than heals all friends in a radius around you? cloak spells are how to do it.
Now, here is the tricky part that is largely undocumented. Normally the detection radius of the cloak spell (the radius at which it will detect a target and continue casting the second spell on them) is melee range. However, you can specify a radius by changing the MAGNITUDE of the cloak spell, pointing at the cloak magic effect. Not the range setting in the spell, but the MAGNITUDE.
Remember that whatever you enter here will be in feet, so if you are going for a specific radius in game units, you will need to convert between feet and units. Look on the creation kit wiki for more info about units and "general" conversion rates.