Lockpicking is already a worthless skill tree because it focuses entirely on the "stealth" skill of picking locks.
Why couldn't "Security Avoidance" be a skill tree instead, and have 3 routes? Bashing and Smashing, Picks and Stealth, and Magic or Wizardry.
The problem is that lockpicking was made an entire skill tree. There's just not enough there to justify an entire skill. You can do master locks easily without skill anywhere near 100 and with no perks. That's a waste.
At most, Lockpicking should have been a perk or two in some other skill.
Those arguing that adding a magic option or a bash option would trivialize or marginalize the lockpicking skill by giving the player a way around it seem to forget that there's nothing preventing Open spells or Bash Skills from requiring some development as well.
Nobody here is arguing for a "win" button when it comes to locks. The problem everyone sees is that, quite to the contrary, we already seem to have one. There are many ways to address that. Adding more options won't necessarily create a problem, if the new options are added correctly. But that also assumes that the original option, lockpicking as it exists now, needs to be fixed as well.
This is
exactly what I've been saying all along, but it doesn't seem to be sinking in.
As it so happens, I feel that the Lockpicking skill does, in fact, need to be fixed, as it's a complete joke in its current state. First off, the mini-game
has to go; until player skill is removed from the equation the perks will
never be worth taking, because they only matter if the character's skill is the sole determinant of success or failure.
Then again, that should have remained the character's sole purview to begin with, since the character's skills have to actually matter for a role to have any substance. After all, they define the role in the first place; as a master swordsman, for example, you want to raise 1H (or 2H), Block, and an Armor skill, since those are the things that make the character what he is. Similarly, if you want your character to be a master safecracker you raise Lockpicking, since that's how he does
his job.
And therein lies the rub: while it's proper that cracking locks should be the domain of the Lockpicking skill, it is
not proper that a character whose role does not involve the picking of locks should have to use said skill to open them. Thus the desire for an Open spell and/or Lock-bashing mechanic, so that the player does not have to break role to open a container or door.