If we profile the basic character archetypes, you could put something together that looks like this:
Spoiler
Warrior
Primary Offense
Sword (One-Handed)
Primary Defense
Shield (Block)
Secondary Offense
Knife (One Handed), Bow (Marksman), Etc. (Could be anything)
Secondary Defense
Armor (Light/Heavy)
Miscellaneous and Support
Poisons (Alchemy), Distractions (Illusion/Alteration), Healing (Alchemy/Restoration), Etc.
I break it down like this becaues it's important to take stock of the variables and what they are all for. It's pretty clear that the "basic warrior" has offense, defense, and support abilities. Each of these is governed by a skill, some repeat, others don't. Additionally, even the stereotypical "warrior" has many options, especially for backup offense and for support. The point is, a lot of skills come together to make the warrior.
Thief/Rogue
Primary Offense
Bow (Marksman)
Primary Defense
Stealth (Sneak/Security)
Secondary Offense
Knife (One Handed)
Secondary Defense
Armor (Light Armor)
Miscellaneous and Support
Poisons, Potions (Alchemy), Deception and Masking (Illusion), Healing (Restoration), Etc.
Again, it's clear that a lot of things come together to make the "Thief," and that there are tons of options and alternatives.
Mage
Primary Offense
Black Magic (Destruction)
Primary Defense
Enchanted Clothing/Robes (Enchanting)
Secondary Offense
Familiars (Conjuration)
Secondary Defense
Ward Spells (Restoration? Alteration?)
Miscellaneous and Support
Potions/Poisons (Alchemy), Illusions (Illusion), Stealth (Sneak)
Primary Offense
Sword (One-Handed)
Primary Defense
Shield (Block)
Secondary Offense
Knife (One Handed), Bow (Marksman), Etc. (Could be anything)
Secondary Defense
Armor (Light/Heavy)
Miscellaneous and Support
Poisons (Alchemy), Distractions (Illusion/Alteration), Healing (Alchemy/Restoration), Etc.
I break it down like this becaues it's important to take stock of the variables and what they are all for. It's pretty clear that the "basic warrior" has offense, defense, and support abilities. Each of these is governed by a skill, some repeat, others don't. Additionally, even the stereotypical "warrior" has many options, especially for backup offense and for support. The point is, a lot of skills come together to make the warrior.
Thief/Rogue
Primary Offense
Bow (Marksman)
Primary Defense
Stealth (Sneak/Security)
Secondary Offense
Knife (One Handed)
Secondary Defense
Armor (Light Armor)
Miscellaneous and Support
Poisons, Potions (Alchemy), Deception and Masking (Illusion), Healing (Restoration), Etc.
Again, it's clear that a lot of things come together to make the "Thief," and that there are tons of options and alternatives.
Mage
Primary Offense
Black Magic (Destruction)
Primary Defense
Enchanted Clothing/Robes (Enchanting)
Secondary Offense
Familiars (Conjuration)
Secondary Defense
Ward Spells (Restoration? Alteration?)
Miscellaneous and Support
Potions/Poisons (Alchemy), Illusions (Illusion), Stealth (Sneak)
So here's the point that I really want to get at: Lots of things need to come together to make a "mage," just as many as anyone would need to make a warrior or a thief. So, when you compare the entire set of skills that have to come together to make any one archetype character, you find that none of them can afford to just focus on a single set of skills. I think that is evident enough, and I honestly don't think rational people are arguing that you should be able to excel in this game by focusing exclusively on any one skill.
But, and this is a very big but, we can compare the various "slots" to one another in isolation if we want to. Compare the three primary offense systems, and you find that Warriors > Thieves > Mages (at high level). That is without question, because it is a measured fact that Destruction tops out while the other offense categories do not. So while the warrior and the thief can continue to rely on their primary offense when they get to high levels, the mages must switch to another form of fighting. This, I think, is the critical point of debate for most people. Is this worth patching? I won't say, because that's a matter of opinion and personal priorities.
For me, personally, destruction is a back up skill in the first place, I play mostly thief characters, or light warriors (rogues?) However, what I will say is that this game has a lot of core instability issues and user interfacing problems that should probably be addressed before a large amount of development and play-testing hours are spent on re-balancing the Destruction skill.
TL;DR
I can see how the destruction skill differs from its contemporaries in the other archetypes. However, I'm not convinced that it's worth patching, or at least not immediately.
P.S.
I can also see another argument rising from the cacophony, and that is that there's really no reason for there to be such a hard stop put on destruction magic in the first place. Lore-wise, some say, wizards and mages have the potential to become extremely powerful in the TES universe, but for some reason the player's mage cannot reach such huge power levels. I hear you, I do. It doesn't quite seem consistent. Maybe that's worth a patch, but again, maybe not.
However, and I know this isn't the argument many want to hear, but I firmly stand by it anyway: Adjust the Difficulty Slider. If the mage class is weaker than warriors, why not turn down the slider so that it's easier to toast, blast, and fry your victims the way that you want to? Why can't it be:
Mage - Easy Setting
Thief - Medium Setting
Warrior - High Setting
There's nothing inherently wrong with that, is there? Just set the slider so that you can role-play the character that you want your avatar to be.
http://www.gamesas.com/index.php?/topic/1273804-the-bottom-line-with-destruction/page__view__findpost__p__19296873, to be honest.
