Wait, what? What the hell are you smoking? You cannot make a godlike master of all chars because the rules try to impose some restriction and give you benefits to specialize and the game is shallow then?
I think I've outlined the max defense build before. Armsman 5, 1 perk in everything in block, either armor type, smithing, enchanting, illusion, archery, and magic resistance from the alteration tree. You get plenty of perks to do all this and the end result is a character with great offense, great defense, decent archery, and zero-cost whop-ass illusion spells. Sounds like a godlike master of all character to me.
Of course, such a build isn't too RP friendly because it ignores all the symbolic but utterly useless perks that would symbolize this or that about the character. If attributes had been properly implemented then said build would of course not be able to get max utility from armor, swords, bows, and a school of magic. But they're not and so it is possible.
It has to be said, however, that it's not viable to try and do everything at once and the outlined character won't become master of all until very far into the game. Until that point, I'd very much recommend specializing as much as possible. First master sword and board with some archery, then grind smithing to max, then grind up enchant and illusion.
Naturally, the build I'm suggesting would also not be possible if most of the perks didn't svck badly and enchant didn't make magicka redundant. But try making a rounded build that doesn't take tremendous advantage of smithing, alchemy, or enchanting. Those three cracting skills are really the source of being powerful, and melee or archery without smithing is a complete waste of time.