I'd have the 'pick zone' move a little every time you failed to pick a lock; move it a little for a novice lock, more for an apprentice lock, and anywhere for a master lock. Make the perk stop the movement. This would make picking locks much harder and the perks more valuable. I would also increase the loot a tad to make it worth the investment. Add more things like potions, alchemical ingredients, alchemy recipes, skill books, crafting materials, etc., depending on the container/room so that there is a tangible benefit beyond just more gold.
I'm not opposed to the idea of a lock bash or Alteration unlock spell as long as the bash has a chance of destroying loot (bye bye potions and jewellery) and always triggers the trap. Mages should be able to unlock things with spells. I don't see how raising the dead is easier to do, even if it was done to balance the game.
And I'm not sure why people think picking locks is mandatory. I don't recall being required to pick any locks in the game. Locked containers and rooms contain loot. That's the advantage of being a thief. Like how warriors are better at fighting and mages have spells. Thieves have access to more gold, materials, and enchanted items. Seems like a pretty straightforward game mechanic to me.
