Lockpicking:
What was your thought process behind making this a skill tree? Currently anyone with a 5 in lockpicking can pick a master lock with little/no effort. This entire tree is worthless. The only 2 mediocre perks in the entire tree are "Golden Touch" & "Treasure Hunter". Treasure hunter increases the chance the player will find "special treasure" (aka enchanted items) by 50%. So instead of having a 10% chance the player now has a whopping 15%. Waste of a perk. Golden touch is "ok". However, both of these perks are inferior to Haggling the first point in the speech tree. The player will net more gold over the course of the game from 1 point in Haggling than investing several points in a worthless tree to invest in 2 mediocre perks.
Pickpocket:
The only worthwhile perk in this entire tree is extra pockets which increases the players carry capacity by 100. Useful. However, the rest of the skill tree is again worthless. I have yet to encounter a single npc that has had notable loot that I could not acquire simply by killing.
Light Armor Vs Heavy Armor
I'm going to be blunt. Light armor in its current state is inferior to heavy armor. Here is why. Investing in the heavy armor tree gives you more armor/damage reduction (obviously), You take half damage from falling, ARMOR WEIGHS NOTHING (No sneak penalties!!!), Unarmed damage is increased provided you wear heavy gauntlets, 50% less stagger, 10% chance to reflect damage back to the enemy.
Now lets look at the benefits Light Armor provides over heavy armor. 50% stamina regen if in all light armor. Nice, however stamina has never been an issue. If your investing your attribute points wisely it never will be. In the rare, rare incident I run out of stamina I have 20+ stamina potions in my inventory that I have collected littered on the ground everywhere. 10% chance of avoiding a melee attack. Well, first of all its limited to melee. Secondly, its a 10% chance. Not reliable.
Conclusion: Heavy armor > Light Armor. How to fix? Well I thinking adding 10-15% movement speed increase to light armor would be a good start, as well as removing the weightless/no movement impairment perk in heavy armor.
Smithing:
Once again, favors heavy armor users. On once side you have light armors. On the other you have all heavy. Both of which lead up to dragon armor. HOWEVER, at the end of the heavy armor tree just before dragon armor, heavy armor users get access to daedric weapons/armor. The best items in the game. Light armor users on the other hand, have to invest in both sides if they want to create armor designed for their character & gain access to the best weapons in the game. How is this balanced?