base it all off vanilla playthrough with NO alchemy/smithing/enchanting buff potions/enchants
enchants are as a vanilla config without any exploits
magicka regeneration as vanilla 3%out and 1%in, base it on maxed out magicka regen+max mana from default enchants
level 81 max level with level scaleing friendly
add a 12min disable timer to buff potions to stop potion spam
change restores health/magicka/stamina on custom potions to a few points of each per sec
smithing/enchanting (+other) buff potions effects changed to fully restores health/magicka/stamina
seperate 3min disable timer on health/magicka/stamina potions
12min duration on max magicka and magicka regen potion buffs and similer effects
smithing perks give 10points fortify smithing, all 10 = 100points (minus arcane smithing) and no potion/enchants exploit
increase the area+duration+increase cost of "fire/frost/shock wall" supplement with dual cast staggers
nerf paralyze duration, 15-20 secs with maxed out perks (dual cast)
nerf fear and fury durations by a lot 15-20secs with a totaly maxed out illusion tree + increased spell cost (non spammable) (dual cast)
reduce anything related to illusion AOE to 5feet (scales to like 15 at most) and up its cost ALOT, duration+aoe width when dual cast
nerf summoning durations, + conjuration summons have a more randomised level and duration
increase restoration costs
cap reduce magicka cost per school to around 66%, give it diminishing returns when stacking.
cap reduce fortify weapon damage to around 66%, give it diminishing returns when stacking.
lower cap on magic resist to like 50%, diminishing returns when stacking (nerf breton racial to 10)
rune procs a 5-7secs single target crowd control, fire(engulf,drop to knee)/cold(freeze)/lightning(stun) (30sec cooldown on the crowd control addition
staves have fewer charges and are more useful, and skills no longer effect enchanted goods
reduced selling price for alch/smith/ench produce (barely covers herb costs + 30% on lowish speech)
increased herb quantities for potions/poisons (*7) or a fail rate for potions/poisons (1 in 7) (maybe make expensive herbs *2 or *3 quantity instead of 7)
change intense flames/deep freeze/disintergrate to 1/10 chance of engulf(drop to knee)/freeze/stun for 3secs
summoned dremora have 1/15 chance of dropping a opponent to their knee for 2secs
summoned atronacks have a 1/10 chance of fire(engulf,drop to knee)/cold(freeze)/lightning(stun) 2 secs
summoned undead gain both of the 2 above perks (1in15 melee/1in10 caster, 2sec
nerf and fix standing stones, nerf atronach, buff apprentice ect