Why not try to roleplay an actual character with limitations. Everyone complaining is some kind of Warrior/Mage/Master Tradesmith with all the best trees. All TES games in the past were easy with a munchkin Do-IT-All multiclass character.
You don't have to nerf yourself you just have to stop seeking out exploits and power builds.
The issue is not that the munchkin do-it-all is strongest, its the amount by which it is stronger.
Simply put, cheesing out crafting skills results in a style of play about 90%-100% stronger than a more fluid "pick traditional skills and level those" path. The issue is that now we have limited perks. In other words, "perk builds" actually matter. with the way crafting skills are, is is categorically superior to always take the needed perks in smithing, enchanting, and alchemy. There simply is no arguing against it. Choosing to not take them is actively choosing to play a weaker character.
We should not have to be forced to choose between a powerful and less powerful option.
Personally, I prefer to play a generalist type. If I have a tool available to me, I'm going to use it.
The point is, several changes need to be made to enchanting and alchemy.
Fortify smithing/enchanting/alchemy needs to be removed, as part of the issue is the massive synergy these effects cause. Their removal does not greatly weaken the skills. Also, a method of "re-enchantment" should be added in, some way of allowing a currently enchanted item to be made stronger by expending a new soul gem. As it is, you definitely don't want to enchant your "main" gear with your enchant skill too low.