I acually play mages, and stay away from the melee combat. No need to call me out on something I never said... You also didn't read my post, where I said that Warriors and Rogues should be toned down to match a mage's power level.
Next time, please read what I said before you start throwing out assumptions and insults. The point I made in my post still stands, Destro, for a main combat ability, is weak compaired to the Warrior and Rogue equivalents, and they need to be toned down to match Destro.
Honestly, Alchemy, Enchancting and Smithing are the biggest problems. But I still think Melee and Bows need some tweaks.
What are you talking about? I read what you said, and answered it. You said destruction is
useless (not weak, you said useless) as your main combat skill, which it isn't, even on master. You said that you will usually be 1 shotted by everything, I pointed out that you don't need to wear robes. So maybe you need to read your own post, then read my response.
IMO the way to balance the combat skills, is to have a stamina cost for 1h, 2h and archery. Every swing of your weapon or pulling the string back on your bow should have a stamina cost. Then change the +damage enchantments to reduce stamina cost. Cap the [reduce stamina/magicka cost] enchantment at 85% so you can't exploit it.
Also they could remove the fortify enchanting potion, stopping the alchemy/enchanting loop. You can still make powerful weapons/armor using enchanted alchemy and smithing gear, but not to the extent available now.
One last thing would be increasing the extent to which the destruction perks increase that elements damage. It should be +20/40/60/80/100%, 5 perks in total that covers all the elements, this is how the other combat skills do it. If they made destruction damage scale I think they would overpower it. With those perks, you can cast an incinerate with (60x2+10) 130 damage, which would be dual casted for 286 damage, its not a huge jump but it's a little more.