You see its not supposed to fix everything, just the glaring things. Destruction needs a bigger fix than anything. (Subjective)
...I'm a pure mage, and even I'm going to argue against that. We need
variety with spells, not necessarily power. Also, smithing. Smithing was implemented pretty poorly, being done on a by-material basis, rather than in a similar way that
every other perk tree in the game was done. Hell, even lockpicking was done in a more intelligent manner, and that whole freaking tree is worthless!
I've said it before, I'll say it again. The tree should have the following:
Basic Crafting (Leather, Iron, Steel can be improved by 50% more)
Advanced Crafting (Orcish, Elven, Dwemer can be improved by 50% more)
Expert Crafting (Glass, Ebony, Daedric, and Dragon can be improved by 50% more)
Light Armor Expertise (Light Armor can be improved by 50% more)
Heavy Armor Expertise (Heavy armor can be improved by 50% more)
Weapon Expertise (Weapons can be improved by 50% more)
Jeweler (Unlocks new jewlery types, jewelery value increased by 25%)
Arcane Enchanter (Can improved enchanted equipment)
Artisian (Can craft weapon and armor with designs originally meant for other materials)
There, there's your proper perk tree. Or something like it. It works much like all the other perk trees when done in this method, far better than the "one path to rule them all" we currently have.
The problem with magic isn't that it's too weak right now - it's just that you have to play differently than past games to get the most out of it. The big problem is the limited selection of spells, and how similar and mundane destruction is. Very few constant damage spells, very few AoEs... it's a 1 sec duration missile fest, which is kinda boring.