How many caves/dungeons are in the game?For those opposed to scaling what percentage are low/mid/hard?What is the placement knowing not everyone does the same thing?Do you put all the tough ones on the outer edge of the map?Do you go the invisible wall route and guide the player to appropriate locations and scale that way?Do you make each dungeon multi level and as you go deeper it gets more difficult?
I hear a lot of no but not many suggestions that improve the system that is in place now.
You are getting too strict in your definition of what is ok and what is not ok. Just mix it up. Even randomize it is possible (at the beginning of map generation). Or let the powerful enemies move around and create danger zones. Let the player think their way through the situation. That provides gameplay. Just like if you were to travel into the jungle. Do you know where the lions are? Where are the rabbits? You explore and find out. Once you find certain areas full of lions, you start avoiding that area until you have enough equipment or skill to deal with them. If you find rabbits, you know... hey that is safe territory, I can cook some rabbits or skin their skins for stuff. Then you can put powerful monsters here or there, and they may have around them an army of men as their servants, and every month they go in a certain direction and claim that area as their own. In dungeon, similarly put one tough cookie in some of them and it is their home. So lets say a dragon stays in one, and you happen to go in naively, and get killed in one breath of fire. You learn to avoid that place for years until you get fire resistance, or enough skill or spells to deal with the dragon, then you go in prepared next time. That provides tension and allows people to use their gameplay planning to the max. Also, good loot should not be random placements, unless it is always near a randomized high level enemy or friend. No one really throws aways precious things in real life, so it should be rare that you see good stuff lying around in the open. You can make a treasure map and hide the loot, that would be ok. But to have very precious loot lying around in a easily accessed dungeon with no one protecting it is not realistic.
A problem people are saying is... what if you get so powerful and those around you are easily defeated? that is ok too. But if you don't just put a whole area as one certain level of enemies, this does not become a problem. Sprinkle powerful monster here and there. You learn to avoid certain monsters. Allow the player to run away or hide from them. Even if you get very powerful, allow common low enemies to gang up on you. so even if you are high level, provoking one will rally the whole group of monsters to attack you at once. It is even nice to once and a while be able to attract and be feared by other npc as you walk through an area. So for example, if you are weak hunters look for you, if they are weak, victims run away. That is natural. A orc may size you up and fear you if they sense your equipment and level, but some more experienced may challenge you. etc etc.