Whether they're "smart tricks" or "lame tricks", you'll soon end up with an overpowered character. I prefer to simply play and do what the character would do under the circumstances, knowing what the character knows and NOT what I know about how to game the system. You'll end up with the same result eventually, but I find it far more interesting along the way, rather than concentrating on how to boost numbers and stats.
Of course, if you have a couple of simple but USEFUL custom spells made, like a healing spell that restores 1 point for 3 seconds duration (since duration is cheaper than magnitude), it will take 1 point of magicka to cast, take care of the minor cuts and scratches you get from dealing with the weak wildlife, and you get just as much training from casting it as from one that heals more health than your character actually has. I often have a simple custom Waterwalk spell made for 10 seconds, a weak 5 point Nighteye or Light spell for as much duration as I can get out of a single point of magicka, etc. They're good enough to actually help you, and almost free to cast, as you learn the ability. Best part is, if you already know one standard version of the spell, a low-power custom variation will only cost a handful of Septims or so (like 5-10). Custom Enchantment prices are a whole different animal.
Jumping up and down all the way from Seyda Neen to Balmora will gain you a couple of points of Acrobatics, but is silly. Hopping up onto a rock to get a better view now and then, or jumping down a couple of stairs to save time, makes some sense under the circumstances. The difference is that the first is a way to grind stats, the second is something that the character might actually want to do on occasion, but not frequently.