Now, that doesn't sound like a problem, until you consider that you could be pouring an Hiroshima-esque level of Magicka into an item, designed to be held together by mould and hope. That's an extreme example, but I can visualise my trousers exploding because I tried to kill an aedra with them. Now, I'm not just waffling for my own good, and this wall o' text does have some bearing on Skyrim and my suggestions. People want to be able to wear a layer of clothes, then a layer of armour, then a layer of overcoat - so a cloak or robe or whatever. Pete Hines has already announced that Skyrim will be retaining the multiple hardpoint system. He's been elusively vague about whether he means Morrowind, Oblivion or Arena style multiple hardpoints though. The only thing he's confirmed is it wont be using the Fallout style. Given that they're using Havok Physics and Havok Behaviour (assum), it would be logical (or at least a conveniently small leap of faith) to presume they might look into using Havok Cloth too, which is showcased on the fact it supports capes and their ilk.
Now, that's where this proposal comes in. If you're wearing underclothes, armour and overclothes, that's a lot of enchantment. Trousers, shirt, belt(?). Boots, greaves, cuirass, gauntlets, helm, shield. Cloak/cape/robe(?). Two rings, one pendant/necklace. Potentially two weapons, if you want to lose the shield. So, that's a max of 14 enchantments there. That is a lot of enchantments. People have been joking about people wanting to be able to customise the rivets on their briastplate, just so they can enchant them, but the result would be pretty much the same anyway.
So, I'm proposing adding a Soul Gem style limit to items too. Soul Gems can only take so much Soul, items can only take so much power from the Soul Gems. Makes sense, right? There's even references in the game books to higher end items being able to take more enchantment than others. So, clothes, capes, robes and so on, would be able to take a minimal amount of enchantment overall (this also prevents clothes enchanted to be better than Daedric armour for protection, etc). Armour would be able to take increasing amounts of enchantment as it got better - heavy more than light. So, fur (or equivalent) would take the least enchantment, while Daedric (or equivalent) would take the most. Jewellery would take varying amounts depending on the quality of materials, I guess. So, copper would be like clothes, while gold jewelled would be like Daedric.
(As a trade off for not being able to have uberclothes any more, it would be nice if they brought back the unarmoured skill. That was neat.)
So yeah... Comment, discuss, flame, troll. I'm up for the argument.