I'll admit I'm a bit of a power gamer coming from other more traditional RPGs and I feel the leveling system offered by Skyrim lacking. It feels this way for me for two reasons.
First because it doesn't offer a sense of progress: yes the toon in Skyrim does progress but so does enemies, the scaling system means I can neither overpower weaker foes nor take on stronger enemies I couldn't early on in the game (to some degree). I'm not here to debate if the scaling system is superior than the traditional RPG leveling system - there are just different styles - so to each their own.
Secondly the effort/reward ratio of many aspects of the game is poorly tuned. Ones that stand out the most are Smithing and Enchanting, which take very little effort but provide huge gear upgrade, potentially completely destroy the incentives to get into dungeons for gears. The opposite is those of Lockpicking and Pickpocket, their levels and perks hardly matter, provide little real reward yet take quite a bit of effort to level up.
Now my random thoughts about how to improve the perk system (some of them can already achieved by mods):
- On the map there should be "provinces" around each major city, the further a dungeon is away from that major city, the strong the mobs are. Player should choose where to venture to based on this as they level up. And the harder dungeon should provide significantly better rewards. This way the game still stay open, but control players progress.
- Two or three systems in place to throttle leveling progress:
1. Keeping max skill point at 100, players skill point should be limited by player level times two (e.g. if you are at level 18, any of your skill can't exceed 36)
2. A tier system for all skills should exist: 0-20 novice, 21-40 apprentice, 41-60 adept, 61-80 expert, 81-100 master, to reach next tier, player must find a trainer and pay significant amount of gold to reach next level. The higher the tier the more expensive. Player won't be able to gain more skill point if capped by its skill tier.
3. If we can, add certain quests as a requirement to unlock training of the next tier.
- The lockpicking/pickpocket rebalance will impact questing, but IMO it's a good thing.
1. Players shouldn't be able to unlock a lock that's beyond their lockpicking level. If it's a master level lock, you have to be a master of lockpicking to unlock it.
2. Pickpocket should be alot harder and certain NPCs should carry lucrative items as incentive for thieves.
- Smithing/Enchanting/Alchemy in my opinion are completely broken, some major thoughts need to be put into them. Perhaps worthy a thread in itself.

