When I was developing my artificer page responding people's questions I became aware that really you could do the artificer build without actually investing in either alchemy OR enchanting if you were diligent in your shopping/looting.
As my knowledge of buying and selling grew, i became aware that i might've stumbled onto a new style of play that I'd make my next character into...
The way of the merchant!
Overview
You might be thinking "Why the hell would I want to focus on acquiring large amounts of gold. Gold is practically useless in this game and it's so abundant it's a joke"; and you'd be right. And playing as a merchant makes it so much more abundant it's crazy. So why do it? - Well take a step back, the main reason gold has no value to most players is that they make alchemy, enchanting, or smithing a key focus of their character, once you have crafted your end-game set of enchanted gear which includes cost reductions so you never run out of charges; or maxed out alchemy and have a bag full of poisons that slay gods, or a potion that makes you chest hair grow into a bristling array of swords you're pretty much done with shops. Never need buy anything again; and thus your gold builds up.
Almost anything you can craft, can be bought. Whether that be daedric armour, enchanted items, or poisons. The shop bought versions arn't as strong mind you, but they're adequate for end-game play, even on master difficulty.
For the merchant, instead of spending 8-12 perks per crafting skill, he instead spends around 6-8 perks on speechcraft and has the financial leverage to buy whatever he damn well pleases. Those expensive spellcasting scrolls that are 1000 gold a pop? - let's use 'em... not an alchemist? - buy some potions then... how about staves? - Oh right they use charges per shot... no problem just buy a job lot of soul gems (aka, "magical ammo clips!", it only costs like 10 gold a shot that's NOTHING to you!
Thieves
The most obvious playstyle for a merchant is that of the rogue. Since you can fence your own stuff you can clean the town and pawn it off. Unlike Oblivion pickpocketting is actually really quite profittable, with NPCs routinely carrying jewellery that you can flog for 250+ gold a piece
Alchemists
Alchemy already produces insane amounts of gold if you want to abuse it, but having the perks to sell to more vendors and to sell more items to each vastly improves your market share, plus you can pretty much buy every alchemical reagent you see without giving it a second thought.
Artificers
It was this playstyle that I realised the synergistic nature of being a merchant. My original artificer designs focused on reducing the charge cost in order to make the use of staves efficient, and even then scrolls remained an expensive luxury. But if you max out your speech/merchant skills you can buy up just about every soul gem you see without your wallet even noticing and just use them as ammunition clips. Forget wasting time and effort soul capping anything

...basiclly
Instead of you focusing on a specifc pathway of play and mastering it - the merchant has such a wide array of tools at his disposal; scrolls, potions, poisons, enchanted items, staves - he can McgGuyver his way out of any situation
In summary
I guess the key point I'm trying to get over with this post, is the wide range of options available to you when creating a character that can make your character interesting. People focus heavily on the crafting skills, to create what they need from scratch, and shun the business side of things, when in fact it's possible to reverse the polarity as it were, and create a character who has little or no crafting skills, but has the business savvy to supply themselves with all the equipment they need without breaking a sweat. (Not to mention the roleplay aspect of travelling from town to town buying and selling, likely travelling with a companion who can help carry your wares too)
If raw power is your goal then crafting will always be the easiest path to it. But as I've come to find, even a humble merchant can survive the rigours of master difficulty and ultimately isn't that enough in a character design? - to be able to survive against whatever skyrim throws at you?
Incidentlly, if you still think having a merchant as the protagonist would be boring, might I suggest youhttp://en.wikipedia.org/wiki/Spice_and_Wolf, you might be suprised
