I guess what I am trying to convey with this thread is that, to me at least, this feels as tho the game is forcing me down certain paths in character developpement if I want to keep a stable level of challenge because of the inconsistencies in difficulty from one build to the other without touching any sort or outliner build, effectively rendering the Difficulty Slider completely disfunctional.
As a general rule, I think the argument revolves around the intention of the game. TES games have always been like this, and the reason being is that the approach you are being forced down a route because you wish to maximise the statistical DPS is not the correct approach. In a marketplace dominated by the opposite approach where beating the game on its most difficult level is a badge of honour, its not really in a TES game.
The main counterargument, and there is no denying you are right, there are avenues to overpower yourself, is not the argument. The discussion is whether the game should be a challenge to your intellect, or your imagination.
Its the touch of self-entitlement that the challenge aspect should be the focus which rubs people up the wrong way. The arguments that this is done naturally appears to be weak, because its only natural if your focus is to challenge the hardest difficulty.
The concept that the true enjoyment of the series, was always the character, not the statistics, they were cool, but instrumental in the development of the personality of a character, not the entire being of the character beating a game.
Your opinons have been reasonably polite and well crafted which deserve respect, but I doubt a resolution is possible, because neither party can understand the mindset of the opposing opinion. Your approach is as alien to me in this type of game, as mine is to yours.
I think the only answer, is not for Bethseda to fix Skyrim for you and those who share the opinion, but rather whether the future of Bethsedas RPG's are focused on roleplay, not challenge. I hope its the former, because generally, roleplayed characters have challenge in the game because they didn't focus on the optimal route to success.
By being a single player game, the social faux pas of being min/maxed, or munchkin in roleplay, as a character concept cannot be contained, and maybe its the future of the genre, but to me, and why I am vehement about it, is that the type of game I loved, often reviled, reached social acceptability as CRPG's hid the stats and people "got it" and had fun playing characters. To see the genre being attacked by those who focus on challenge instead of character, touches a nerve, and I apologise if I ever appear overly defensive.
QUICK EDIT: I don't mean to say that you aren't roleplaying in a roleplayign game, but rather using a mindset that has never worked in roleplay, from the dawn of its creation.