I agree. If Beth:
Made it so that you can't improve weapons so much, make skill increases relative to the item value/complexity.
Weaken player-made enchants weaker so the special armor you get actually worth getting.
Introduce higher level level-scaling.
Then it would curb the insane power the player can achieve.
Or, even think outside the box.
Give enemies, some of them not all, new ways to deal with more powerful player characters.
For instance, I would be truly,
truly impressed with Bethesda if they started taking some pages from the Dungeons & Dragons playbook with things like this:
Some dungeons could have rooms that are a "Null Magic" zone, meaning if you are in that room, all of your Magic and Enchantments no longer work.
I mean, look at the Twilight Seplcur, why are there not more dungeons with sections that are somewhat like the "light hurts you" zones? Why are there no dungeons (that I have seen) with poison gas in them, or more maze like with false doors that could potentially trap you, etc, etc?
Why aren't there more enemies that borrow a page from Oblivion's Ghosts and can only be harmed in certain ways? You know how challenging it would be to come face to face with a Ghost not knowing that only magic can hurt it?
I'm starting to find holes in your story....
No you're not, because he said Alchemy was the only crafting skill he invested in.
I started a new character and limited myself to only one crafting tree (Alchemy) besides the Arcane Blacksmithing perk