Is this viable?
1-Handed: Armsman(5), Bladesman(3), Fighting Stance, Critical Charge, Savage Strike
Destruction: Novice, etc; Dual Casting, Impact, Augmented Flames(2), Augmented Shock(2), Intense Flames, Disintegrate Enemies
Restoration: Novice, Recovery(2), Regeneration, Necromage
Light Armor: Agile Defender(5), Custom Fit, Matched Set, Unhindered, Wind-Walker, Deft Movement
Smithing: Steel, Arcane, Elven, Advanced, Glass, Dragon
Speech: Haggling, Bribery, Persuasion, Intimidation
After hearing about a few new things (staves among them) I have changed my build a fair bit and it is now very similar to yours. I am looking at:
Light Armour: All perks = 10
Smithing: Light armour branch + arcane = 6
Enchanting: Elementals + enchanter (5) + corpus + insightful + extra effect = 11
Destruction: Up to master + frost (2) = 7
One Handed: Armsman + critical = 8
Restoration: Up to master + recovery (2) = 7
Total = 49
Idea here is to max out natural armour through smithing and enchanting while keeping as much mobility as possible, then alter between CC frost magic or healing/warding magic in my off hand to support combat. I have Light Armour maxed out, and Enchanting close, but the rest are mainly to increase efficiency (up damage/reduce cost) and a few juicy perks where possible.
Given how the spells in game pan out, I may remove the master/expert level perks from the schools for something a little more useful. I may also use fewer enchanting perks (elements, may stick to fire/frost). If so, I will either unlock a few more Restoration perks or maybe Illusion/Sneak depending on how I feel gameplay wise. I think it would be hard to get much that's useful out of these however, more so compared to what I would be giving up.