I don't listen to any threads made about perk trees being uselses. Frankly, I highly disagree with that. None of them are useless. Even lockpicking is useful if you want to easily pick Master locks. I see viable options with each tree and consider them superbly balanced, and good.
Pardon me for respectfully disagreeing. (And laughing my butt off.

1) Real options in Skyrim combat.
You have daggers and axes and swords and maces under the same skill, benefitting from the same perks. If the game had flails and wakizashis and crescents and police batons and chains and whips and even the classic Greek dory (i.e., the hoplite spear), they would all benefit from that skill and those perks as well. Using a classic Greek spear is just like using a dagger or a flail or a police baton? Being good with a whip makes you good with a sword? That's not even going to apply in bizarro world. Real options? It's almost as unreal as it could possibly be. All the one-handed weapons wielded through human history are boiled into a single freaking skill is ridiculous.
And on the related issue of damage types in Morrowind, no, you didn't have different kinds of physical damage types, but the weapons had different effects regardless. Heavier weapons did more knockdowns than lighter weapons. And really, you don't have different types of physical damage types in Skyrim either. You simply have the same weapons with different animations and moderately different perks.
2) Each weapon is unique
Say what? What's unique about using a glass axe over a steel axe after you've broken the game with the Enchant + Smithing combination? Absolutely nothing, no? As it happens, it's hardly even unique to use an axe over a sword. Axes are much more about heavy impact over a narrow zone (the edge) and should thus be way more armor piercing than swords, and yet axes cause bleeding damage, of all things?
When you watched the beheading early on during the intro, what would you say was the Stormcloak's most pressing problem? The bleeding or that the axe came all the way through his neck? That's what's unique about axes. They're terrible fencing weapons but they pack a punch when you land a blow.
Same thing with blunts though they're all about the swing and useless without momentum. Axes at least have an edge, even if it's not going to be sharp after impacting with metal armor. What do maces have? Oh, wait, they have a natural armor-piercing attribute that you for some strange reason can't see without a perk investment. Weird, isn't it, that the laws of physics depend on perks. Well, in the case of axes the laws of physics don't even depend on perks, because there's no armor-piercing perk for axes.
3) No Perk tree is useless
Maybe I shouldn't have played FO3. Be that as it may, I can pick expert locks without too much trouble with a lockpick skill of 20. Costs a few picks but nothing big. Haven't tried taking lockpick to 100 yet, but I'm guessing master locks will be easy enough. And a perk to never break lockpicks? They're weightless, cost almost nothing, come in a huge supply? Why would you give a crap whether they break or not? Who cares if you go from 258 picks down to 254? What's the big deal?
And what about Speech? Yes, you *can* invest in it and that will give you better prices (so instead of a sea of gold, you'll have an ocean of gold!!) or give you more dialogue options in a game that is all about everything but the dialogue? Fantastic, I say. At least there was some reason to bother in Morrowind, since a lot of quests were a whole lot easier if you could talk the right people into either hating you enough to attack on sight or loving you enough to help you, and you'd get a price boost from it as well. What's the point of doing it in Skyrim?
For the remaining trees, there's generally a couple of decent perks in each of them, with the rest remaining fairly depressing. Archery and Block has a lot of good things in them. Light armor has... Not so much, really. You'll need maybe agile defender 1 and custom fit. Maybe even unhindered, just for laughs, though it's a bit of a waste with light armor. What else would you take? Why would you bother maxing the tree? 1H or 2H, why would you bother with the final perk? A backwards paralyzing power attack? What's the point? In Destruction, why would you take intense flames, deep freeze, or disintegrate? They only trigger when the target is nearly dead anyway, and if the target is nearly dead then killing it without those perks isn't a problem.
4) Lockpick is useful
No, I don't think so, and I've already explained why.
5) Each perk tree is superbly balanced
Let me see. Smithing, Alchemy, and Enchant break the game. Enchant, by the way, has two worthwhile perks beside the "+strength" one, specifically Skillful and Extra Effect. Meanwhile the remaining five or so perks are dramatically less useful, if not completely useless. More than two perks invested in light armor is a waste. And the shield tree combined with a bit of general magical resistance will make you almost impervious to damage spells. You can block with your shield for +50% elemental resistance (to whatever comes past your magic resistance) and sprint full tilt towards the mage and there's every chance the grunts in your way will be knocked over.
Combined with already mentioned issues, I don't think I'm seeing a clear picture of "superbly balanced" when looking at the perk trees. Regardless of if we're talking internal balance in the individual trees or balance between the trees.