...no matter how "well" or "intelligently" you play.
This is what bugs me the most i think.
But I accept the fact that I might be the only one to think like this.
If I design a game, I would shoot for that. The key word is "eventually". If someone makes a "most inefficient build", they will get to that point later than your super efficient build. So past 50 is optional, generally for those with non-efficient builds(or those who are after demigods). But this doesn't change how people play the game, just that it is different for everyone when they feel right with their power. This is different for everyone but leaving that post 50 gap can make sure everyone gets the power they want, eventually. (A different way might be no cap at easy and a level 50 cap at hard.)
I and many many others are in disagreement with how the game is designed. It makes no sense to completely stop enemy scaling post 50 especially in a game as large as Skyrim. I understand how Skyrim is set-up, I think it was a very poor design decision. Players should have the option of controlling enemy scaling. This does not disturb other players who enjoy how it is structured now, it gives players such as myself the ability for more of a consistent challenge. Further, the game does not get trivial post 50, this happens for me around level 25 no matter what build of difficulty I play on. It just is not any fun not being challenged in the slightest. You take almost any other RPG game and you are always progressing and getting stronger, but there are also always greater and greater challenges that await. In an ideal world, you peak out at the very end of the game. Allowing scaling through itemization, character, and enemies to continue nearly infinitely is good game design.
In Skyrim, they basically built the entire game around the lowest common denominator average player who is ADD ridden and rushes through the game. Sorry, I play RPGs to explore. I take my characters through everything. When I reroll another character, that should be to do it a DIFFERENT way, which Skyrim really does not have. Instead what you almost have to do is rush through the game and only complete a limited amount of content each time. That is stupid.
The problem is not when level scaling stops(post 50), it is when it starts which is level 24. So if you have an efficient build, it will get easy from there.(with an inefficient build the opposite) http://www.uesp.net/wiki/Oblivion:Leveling#The_Leveling_Problem
Making different characters for different chunks of the game. That seems to be the design for this game. There really is 300 hours of content. But this isn't a content problem, believe me. Skyrim has no world mechanics whatsoever, this is the real problem. Minecraft has like no content but world mechanics give it infinite playability. Wars in Skyrim mod is an example of missed potential. Who doesn't want the freedom of starting a war between factions? That kind of agency is exactly what's missing from Elder Scrolls worlds.
Is this an either/or question? Because I don't see the problem with scaling in a main quest--at least, with the later battles--but think there's much to be said for unscaled general locations and sidequests with enemies. As long as the game provides a sense of what you might reasonably expect from a given area. ("Watch out for yourself in the Veldt, stranger. Heard from Old Ardvare that a Giant Leapus was swarmed on by a group o' them small beatwers. Had it dead and eaten in under 30 minutes.") Or the game might provide increasingly challenging monsters the further you are from the starting post, along with travel access opening up to higher risk zones (the Might and Magic series). What I find problematic is a game that's either all scaled, as vanilla Oblivion is (with only small deviations), or a game that offers no scaling and no hints about what to expect anywhere, s Oscuro's Oblivion is.
And yes, they're both excellent. They're just not my cup of tea.
I understand your position. I believe in common sense. Sometimes devs/modders add things that seem to be realistic but actually they don't make sense. In Skyrim, Labyrinthian is a dangerous place. And you know that, it is hinted in the loading screens and those frost trolls must mean something. See, we can have place centric models and it works. There are no closed zones or railroading, it is just the reality of the world, it makes sense.
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As most of these Skyrim debates go, it's a combination answer and not a simple up or down vote. So, essentially, yes there should be scaled enemies and static enemies.
Is it an attempt at being politically correct?

The answer is getting rid of the bad design which is causing problems on all accounts and addressing the balance problems of people like Davian and fable2.
The only way not to have scaling is to confine the PC to a set series of zones...to unfold the world and the game in a semi linear corridor manner. This is how many games do it. But if you want to give a player a truly open world experience you have to implement some kind of scaling system...it seems to me. I'm not certain about it, but I believe dungeons in Skyrim are scaled; and the scaling level is set the first time you enter the dungeon. Perhaps others know more about that and how the scaling works. At the moment I encounter some fights that are a push-over and others that are a real challenge to survive; and everything in between; in other words variety; and I think that's the way it should be. I rememer using OOO in Oblivion but abandoning it because I became weary with every fight (even with rats and goblins) being a life or death struggle. Thus far I like the balance I am experiencing in Skyrim. Of course I'm not abusing smithing and enchanting etc.
The only way? I think that is an absolute, don't you think? Can we at least try it differently than those other zoned games or "hard for just because" mods? We can do it.

In your case, you are at the middle of efficient build and inefficient build and it feels right. Not everyone is lucky as you.
There is this false belief that level scaling adds challenge or makes games easy, at the same freaking time! Or that only alternative is zones where Skyrim already plays like a non-scaled world until level 24 and I don't think Labyrinthian qualifies as the same with these other unrealistic/gamey zones. Ideally, these kinds of places are few and far between. Not entire zones that open up to you at later levels or railroad you. Right? Does it make sense?
I am perfectly happy with embracing the world of Skyrim as a level 26 world. There is no need of inflating it to support 50 levels. Content is enough, just believe in it Bethesda.