You must admit that enchanting is a huge expenditure in perk points. Especially early on during a new character's development, I can't see spending them there. My first character never did climb this tree. I ended up with a set of multiple-improved ebony armor plus Otar, which got all elemental resistances and armor beyond 80%. (Armor is 812, even without the matching-set perk, and this is well beyond 80%, according to the numbers I've seen.) He usually wears the Gauldur amulet, but necklace of poison immunity subs in when needed.
I intend to explore enchanting with my new character, but so far, perk points are sorely needed elsewhere. Let's see how it goes from here.
That is true, it is a big investment. There are ways to shave off perks you might think you need though, this is especially the case for hybrid classes- but each build is different.
I usually start up the enchanting tree at 30 or so, after I have the unique abilities from the perks I desire (i.e. silent casting, impact, ect, whatever you need to do for your character to function).
You could hypothetically push enchant first, and that would make some perks completely unecessary, but this progression wouldn't be natural.