Heavy Armor
- All of it. You can reach the armor cap via smithing and potions. Conditioning is a good perk. Too bad the Steed Stone exists to give you the same exact benefits of the Conditioning perk.
Block
- Quick Reflexes
- Power Bash
- Deadly Bash
- Disarming Bash
Quick Reflexes is only good early game. Late game, your armor rating is high enough where you won't need to slow the game down to block an already obvious incoming power attack. Also, it's glitched where sometimes the slow down effect doesn't wear off and requiring you to save then reload.
And the Bashes? Get real. Usesless.
Two Handed
- Limbspitter ranks 1,2,3
- Deep Wounds 1,2,3
- Skull Crusher 1,2,3
- Great Critical Charge
Limbspitter's bleeding affect is hardly noticible. Skull Crusher? Serious? NPCs don't have armor in this game. Deep Wounds? Here's the problem with critical damage for two handed swords, one handed swords, and archery. They base the critical damage on the base damage of a weapon.
If a great sword, sword, or bow do 10 base damage, the critical damage is forever based on the 10 points of base damage. IF you smith those weapons to do 200 damage per strike, guess what? Critical still is only based on the 10 base damage. LOL worthy perks.
One Handed
- Hack and Slash
- Bone Breaker
- Bladesman
- Critical Charge
Read what I wrote for Two-Handed. Same thing here.
Archery
- Critical Shot (Read what I wrote about critical damage under Two-Handed)
- Hunter's Discipline
- Ranger
Hunter's Discipline? Are arrows really that hard to come by? Ranger is a good perk. Too bad you have to waste two perks to get it. Not worth it in my opinion.
Light Armor
- All of it. Damage cap can be reached with smithing and smithing potions and the steed stone nullifies Unhindered. Wind Walker sounds good in theory. But if you're in combat stamina still regerates at a snail's pace and out of combat you regain stamina at normal speed and isn't really needed. Besides here's the rule I use when enchanting gear More total stamina > Stamina regeneration
Sneak
- Assassin's Blade
Because one-handed damage increases via enchantments on your gear does not affect Daggers, a sword, war-axe, or mace at 6x damage will do more than a dagger at 15x damage. Unless you don't enchant fortify one-handed damage enchantments on your gear or use two-handed swords this perk is deemed a waste.
Lockpicking
- All. And it's obvious why. I don't need an explanation here. Everyone already knows.
Pickpocket
- Keymaster
Pick-pocketing keys is already near guaranteed.
Speech
- Bribery
- Intimidation
- Persuasion
- Master Trader
Bribery, Intimidation, and Persuasion are just lol worthy. Master Trader? Don't need it. Save your game and punch the merchant. Reload. Gold and stock is refreshed. You don't need that extra 1,000 gold on a merchant.
Conjuration
- Dual Casting
- Mystic Binding
- Soul Stealer
- Oblivion Binding
- Apprentice, Adept, Expert, and Master Conjuration
Bound weapons are again, LOL worthy. If you're a mage, you can still smith better quality weapons then what you conjure EVEN IF YOU HAVE NO SKILL IN SMITHING. As for Apprentice, Adept, etc. If you're a mage then you're investing in magicka on level up, correct? By end game, you can conjure whatever you like and not have to worry about not having enough magicka per cast. Besides, by this point you'll have dead thralls. You won't be casting conjuration spells much.
Destruction
- Intense Flames
- Deep Freeze
- Disintegrate
- Apprentice, Adept, Expert, and Master Destruciton
- Rune Master
Intense Flames and Deep Freeze are pathetic. Disintegrate is actually a great perk and makes shock spells perfect for destruction mages. Too bad ash piles never disappear unlike what the patch notes say. Get disintegrate and go happy with shock spells and your game will be littered with ash piles that never go away.
Runes are pathetic and as for Apprentice, Adept, Expert and master destruction perks? If you're a mage and haven't enchanted gear so that destruction costs 0% magicka then you're doing it oh so wrong.
Restoration
- Ward Absorb
- Restoration Dual Cast
- Avoid Death
- Apprentice, Adept, Expert, and Master Restoration
Ward Absorb? Hint. Atronach perk under alteration + Atronach Stone + Necromage and Vampire = 100% spell absorption. Dual Cast? Don't need it.
Avoid Death? impractical. And again, if you're late game had do not have restoration to 0% casting cost you're, again, doing it oh so wrong.
Alteration
- Master Alteration
- Mage Armor
- Magic Resistance
Mage Armor and Magic resistance are based on playstyle. If you want to be a cloth mage, then Mage Armor isn't a waste. Resistance? Again, 100% spell absorption is easy if you're a necromage vamp but if you're a warrior character then at least 1 point into Magic Resistance is useful.
Enchanting
- Soul Squeeze
- Soul Siphon
- Fire, Frost, and Storm Enchanter