See, I just don't understand any of this.
No one "forced" you to do anything. If you want to read hintbooks, powergame, and min/max, that's your choice.
I don't see "I had to wait to get that sword, so that it would be max power" as any different than "I had to wait to kill that bandit, so he'd have an ebony sword instead of an iron one".
You get an item reasonable for the level you're at, and the challenge you faced to get it. If you get it at level 10, it's a level 10 sword. And it'll be good for level 10. Get it at level 30, it'll be level 30. And good for level 30. What's the problem?
Meh, whatever.
What an incredibly narrow-minded post.
The problem is, it ruins the sense of exploration, and replaces it with formulaic and predictable results. By knowing unique rewards are going to be "Better" if obtained at a later level, there's very heavy incentive to wait, so that unique items aren't outclassed by Dwemer items. The problem comes in, when the loot and reward scaling is so heavily integrated, that the player can effectively predict a reward without ever having done the quest, ironically making these scaled items more predictable than static items.
The bandit example is yet another violator of exploration incentive. The formulaic approach taken to the enemies in the game, means you always know what's around the next bend. Go to Aylied ruins at level 10? Gonna see bandits or Mauraders in Mythil/Dwarven. Go to same or totally new ruins at level 20? Going to see either Daedric Mauraders/Glass Bandits. Once you deduce the formula (Which doesn't take long, trust me), the game takes a nosedive in every aspect that involves exploration.
I think that's what makes Morrowind still hold up after all these years. You can still dive into an unkown dungeon and not know if you're going to be faced with a level 3 bandit with a chitin club, or an Ebony Clad warlord bandit-king with a Daedric Claymore. In Oblivion, you know, I'm this level, so this will be here 100% of the time.
The only way enemy and their loot scaling works, is to have weighted, scaled randoms. For example, a particular bandit slot would have a 50% chance to spawn at "Petty" level. 35% chance to spawn as "Underling", 13% to spawn as "Lieutenant" and 2% chance to spawn as "Right-Hand". Boss class should always be static though, and the "Boss" sets the min/max level range of the underlings, and even when scaling, the equipment would have to be weighted, random on the scale for the random enemies. For random to be effective, you don't want to write-out the higher tiers of equipment, but you also don't want them to become laughably common as they were in Oblivion, so supplementing hand-placed instances with an exceedingly low weighted ratio would work.