When you talk about things in terms of exploits, a higher level of balance is generally to be desired, because by definition, exploits are generally considered bad things. But I'm sure Skyrim will have its share of exploits, Bethesda can certainly try to reduce them, but the more freedom a game offers, the more possible exploits it's likely to have, still, it doesn't mean Bethesda shouldn't strive to make the game balanced, so long as it can be done without sacrificing too much in terms of freedom.
Balance is important, not as important in a single player game as in multiplayer, but it should not be necessary to ask if it is something to be desired or not. Ideally, the game should be balanced in such a way that it takes hard work to become powerful, but when you succeed, the rewards should make it worth the effort. Becoming powerful should be the rewards of overcoming great obstacles, and the greater the obstacle, the greater the rewards. Which in practical terms means that, usually, a chest with a hard lock should have better loot than it than one with an easy lock, or that the items dropped by stronger enemies should usually be stronger than what you find from weaker enemies. You should not encounter level one bandits with Daedric weapons, but if I fight through a dungeon full of the strongest enemies in the game, I expect to get something better than a suit of iron armor and a chest full of forks. And in general, Betheseda should strive to make every possible character build, aside from intentionally crippling yourself viable, and have chances to get ahead in the game, not that it should always be easy, or that all characters should be able to succeed at all things, if I make a stealth character who is only lightly armed and armored, I don't necessarily expect to be able to beat a warrior in a head on, one on one fight, but I expect to have enough oportunities in the game to make playing such a character worhwhile, at the same time, I don't want any character type in the game or any item to be the "I win" button.
And yes, I do want to be able to find some static, non-leveled, high level items placed in the world, the lack of worthwhile loot that isn't leveled was one of the design decisions in Oblivion I did not like. There are other ways to keep glass or Daedric out of the hands of level one characters besides making it not exist in the game world at all until that point. If the game was well balanced, making it guarded by sufficiently difficult obstacles would suffice, and really, if somehow, by great skill on the player's part, or sheer luck, you manage to get your character through a cave full of high level monsters and find a really powerful at the end despite being very weak yourself, you've earned the reward you get, there's no reason why you should be denied it just because you've yet to reach an arbitrary level by which point the developers decided you were ready to fet such strong items.
You never knew when you were going to find them? Sounds to me like you always know when you're going to find them.
You did in later playthroughs, once you knew the gameworld, but when you were exploring a dungeon you'd never explored before, you had no idea what you might find. By comparison, in Oblivion, without mods, I typically had a good idea what I'd find in any given dungeon, since it likely was going to be something I could find in any dungeon with the same type of enemies at the same level.