I completely agree. A lot of what your post is addressing is the balance related to the world's internal cohesion. Claymores should be much longer than daggers, for example. These types of issues should be of concern to the majority of players, but most people don't ever look at the stats or think about it, despite the fact that it has a major impact on everyone's gameplay.
BGS doesn't put a lot of effort into these issues, so with every game we get spells that are worthless, gear that is either worthless or will be by the time it magically appears in the world, nonsensical and easily exploitable combat (100% running speed backwards), etc. etc. Modders come later and clean it up, but it's a bummer that so many stats are so wrong, and that console players are left in the cold.
Simplified example: By making use of all the stats for armor, you can make most armor have some lasting value and involve trade-offs, which gives you more choice as a player. Balancing ebony by giving it a higher enchantment value than daedric, or orcish by making it very light for heavy armor, gives the player the choice to sacrifice a little protection for extra speed, or more enchantment options for a less protection, etc. Of course, if combat is so easy that armor is just a cosmetic accessory, than it doesn't really matter, but this is a balance issue as well.
OTOH, not everything needs this kind of balance, but it just doesn't make sense to have 1 best sword, 1 best armor, 1 best everything. More attention to balance makes the game more interesting, more realistic, and more satisfying (if you're paying attention).