A lot better how?
We all know that you can kill Ancient Dragons with but a few swings if you invest in Enchanting/Alchemy/Smithing.
Why people automatically assume that's the norm and want Destruction to be on equal level?
Wouldn't it make more sense to assume Bethesda didn't want the players to kill boss-class enemies with a few hits and that Melee benefits from crafting way too much? And nerf crafting instead of buffing Destruction?
Anyway, if you allowed only enchanting of 0 Def Apparel, the problem would be mostly fixed - Melee/Archery would have its own crafting skill(Smithing, on its own nowhere near overpowered), Mages would have their own crafting skill(Enchanting, since most warriors would wear armor, and because you can't boost Destruction damage via Enchanting it wouldn't be overpowered) and then there would be Alchemy benefitting all three, but less than either on its own.
Adding in
just a heavily nerfed enchanting bonus (like +60% total vs. the vanilla +160%) has a lot less of an effect than the full +160% from direct damage enchantments, and +200% or so from enchantment and alchemy fortified smithing.
I've also been messing around with numbers in a spreadsheet in anticipation of the CK, trying to come up with some smoother, more balanced dps curves, and it includes major changes to the magic damage itself (the end result though isn't much different from what it is now, just smoother and with a broader selection of viable spells.) I posted some http://i264.photobucket.com/albums/ii167/bl3count/rebalanceddamage.jpg earlier, though I've made a number of changes since.
In my own game I'd allow half strength damage enchantments for light armor, third strength for heavy, and that would probably apply to all enchantments, not just destruction damage, so that there might actually be a reason to make a cloth and armor spell melee character (I'm building up my current character in such a way that I'll be able to try it out, boosting dual wielding and alteration.)