I like exploring, I just don't like having to make 100s of potions to gain 1 point in alchemy.
I know what you are saying... The game makes it too easy to gain skill points with simple, repetitive tasks.
What the game should do is to remember what a player has done and give only smaller skill increases when a repetitive behaviour is detected. For example, the game shall count how many leather bracers a player has forged and with each count give less points to Smithing. This will force players to craft all sorts of things and anyone who still likes to take the easy route will have to craft a whole lot more leather bracers to get Smithing up. It will also be more realistic, because one can only become a good smith by having crafted not just one and the same type but many different types of items.
The same with Alchemy. Here the game shall remember a count for each effect. The more potions are made with a Restore Health effect, the less points you get to your Alchemy skill. You will, again, be forced to try all sorts of potions before you can become a master in Alchemy, or you will have to create many more health potions than are needed now.
In fact, one can design it so that the skill increases converge to zero. This means that after maybe crafting 100 items of the same type will you not get any higher in the skill. You then can only advance to let's say another +25 in Smithing if you only craft leather bracers or only iron daggers. As a result of such a slowly degrading learning effect will you be forced to craft all sorts of things before you can call yourself a master and have no way to cheat your way to 100.