But my take on this isn't that these trees are "pointless" (they certainly cater to certain roleplaying sensibilities) but that the real problem is tethering your perk gains to your overall level. It seems to me a superior system would be to tie perk gains to individual skills/ or have perks that primarily function outside the %effectiveness format(think fallout). Or just a lot more perk points. Or abandon the system. (not every solution needs to be elegant)
The leveling/perk system in Skyrim, though for the most part functional, does not seem to fully grasp the beauty of the previous installments, where a neglected skill could be built up with a little effort and reach its full potential. What we have now works, but is essentially the traditional class/skill tree format where you are allowed a very limited amount of skills to develop effectively, which forces what would normally be at least minor skills in games like morrowind(such as security/lockpicking) to wither up and die in the presence far more important combat skills.
Whereas other games encouraged use of a broad skill set with varying emphasize on combat/primary and utility/minor skills Skyrim makes you choose between the two. And it's pretty obvious which skills are "nice to have" and which are "crucial for not being eaten". The existence of these miscellaneous trees is evidence that the game itself isn't completely streamlined, but that certain design choices encourage a streamlined approach.
How do you think leveling/perks/trees should be handled in the next game?
