I think 30 levels is enough, but I would like the perks to be during every advancement in level and not every other advancement.
The problem with that is that the game no longer supports as many perks as it once did, I would go as far as to say that there is between 1/4 and 1/2 of the perks existing before-hand have been removed. It will be interesting to see how DLC is incorporated into this: if they raise cap to introduce new perks for capped players(Like FO3 and BS); or they retro-incorporate them meaning capped players lose out; or they make perks attainable like Bug Stomper, etc.
It can work that way. But it's generally not done. After release, they do bug patches. They're highly unlikely to do any rebalancing for a single player game.
I agree with Tale here, the amount of patching for the game will be for fixes - especially since the design team will already be busy with DLC(s).
I can't figure out how people are hitting the cap halfway through the game. I hit it one time and all I had left was something like 6 or 8 quests (Jacobstown, couple of companions, the Thorn, and the office park).
I'm coming around to the idea of having the level cap removed. At level 30, most enemies just crumble before me. Really, stomping your enemies is stomping your enemies. And if you can get above 30, you probably deserve the benefits of doing so.
I deliberately explored all over Mojave Wasteland once I reached the access peninsula for the rest of the area(exiting on the plateau of what is basically Vegas, Boulder City) and I can inform you that clearing a couple of Cazador spots purely unintentional granted me substantial levels. I have only completed Boulder City MQ but I am at Level 17/18 - can't remember accurately.
I don't see what is the main difference in Level 30 than say, comparitively, Level 20 since in context at combat your access to weapons will primarily be high-end vendor guns as opposed to the odd Unique Top-End DMG at the end of a difficult cave. SP levels at 20, even Level 10 would be probably the same since I would think those that combat will most likely want to max, or set, their chosen combat Skill.
I do think the difficulty setting could have a tandem where XP could be correlated to it, and a vice-versa option, like Easy Difficulty/High RoXP; or Hard Difficulty/High RoXP. Two seperate functions, all it would need is a multiplier really.
Reno