I'm sorry... what?
If you want to use bound swords, choose the perks for swords. Why would you choose mace perks when you choose to use swords? That just doesn't make any sense.
If I choose perks for light armor, and then choose to wear heavy armor, should I [censored] & moan that my light armor perks aren't applying to my heavy armor?
I think you're missing the point a bit - by only including certain bound weapon spells, the game effectively limits players who want to use bound weapons to those types. If you want to play a mystical mage who summons a mace to bash in faces, the game doesn't support that. It's not the same as picking light armor perks and then choosing not to use them. If you can summon weapons, it makes sense that you should be able to summon whatever weapon you want, and able to train (i.e., collect perks) for that weapon.
To focus back on the original point of the thread, it is rather sad that Beth have chosen to put more emphasis here on the gameplay than the lore. Maybe it's just me (or just me and a few others), but the thing that made Morrowind so special was that it was first and foremost a world, and secondly it was a game. That meant having things that could be exploited and broken, but even those exploits made sense within the lore.
I can see the sense in trimming some of that down perhaps, but just removing spells and entire schools from a game it's a disappointing choice in my mind. Might make all the sense in the world from a gameplay perspective, but when you have mountains of established lore already it's kind of a irritating move.
So, all that to say, I'd love to see a mod that returns magic to something of a Morrowind feel. I'd definitely use it.