I kind of thought this myself, too, when I picked Acrobatics as a major skill and realized how slowly it leveled. But again, even without the lack of misc skill growth, I don't see this as the sort of skill one could justify actually spending money for training in. Thus, even under normal circumstances, people would still grind it.
With my mod, you either are forced to pay for training (with it as a misc skill), or grind it (if it's a major or minor). The key seems to be making raising it less of a grind, which in turn just means I need to [censored] with the growth rates (presently, my mod slows it down).
- Mass ingredient stockpile with merchants to make potions. Moreover, it makes useless the use of collected ingredients for occasional boosts of your alchemy skill (eating or potions), like I naturally did before.
Yeah, I totally did that, too. It took awhile for me to get used to the fact that the reason I carry ingredients around is in case I happen to need their benefits, not because I want to get a grind-fest going on up in this [censored] (though, Alchemy is a minor skill of mine, so I very well could). The same very much could be said for Enchanting - you're using Enchanted items because you need them, not because you just want to practice (again, assuming it's a misc skill).
So, yeah, this is pretty intentional. I wanted to address those types of behaviors - things that player did for no other logical reason than to gain experience - and curb them where I could. It makes you behave in a manner more consistent with your character, since the only things you end up doing solely for "practice" are your major/minor skills.
This isn't to say that other activities end up having no benefits at all, mind you. Killing creatures, for example, using a weapon that isn't governed by one of your major or minor skills, still kills the creature. And remember that the "Alchemy" plugin largely increases the value of animal-based alchemy ingredients, so there's still quite a bit of financial incentive to go around killing [censored] (not to mention the possible inherent usefulness of the alchemy ingredients in question), even if you don't get any experience from it.
And for security, I think I'll never be able to unlock >60pts locks ^^'
That's where enchanting comes into play. Assuming you have neither Alteration or Security as a major/minor skill, enchanting is probably your best bet for unlocking high-level locks. I'm sure you're aware that the latest version of the MCP has finally allowed for "Cast once" enchantments to be modded to cost less than just regular enchantments?
So, yeah, I'm working on a quick update of my mod to accommodate the changes made by Hrnch in the latest (upcoming) version of the MCP. But since I won't be off shift for another week, I won't have time to test it until then. If anyone here wants to give my intended settings a go (fMagicItemUseOnceMult from 1.0000 to 0.0400 in addition to the other changes in my "Settings" plugin) and report back whether this results in the 1/100 cost of "cast once" enchanted items that I am assuming it will, I would be most grateful.
(Of course, this does nothing to make access to the enchanting service any easier >.>)
As we cannot prevent the grinding, I'm not sure we should make it harder as it makes the training of these skills quite boring.
Well, like I said, I think the answer in at least one of these cases is to make training the skill naturally a bit easier. Not sure about Alchemy or Security, though... they seem fine to me at the moment.
BTW I wonder: Would it be possible to prevent the player from jumping when he has no more stamina?
I'm pretty sure that would be crossing the line between realism and game balance. I recall testing out a similar mod back when I was still trying out Oblivion that made your character collapse from exhaustion when running out of fatigue. Let's just say it was deleted from my hard drive with extreme prejudice *very* quickly.