Except it IS a flaw with level scaling in a game that gives you the freedom to build your own character class.
What you're basically saying is that this "play the character YOU want to play" game should just ask you which class you want at the beginning of the game and lock out all the unassociated skill trees.
And concerning the bolded line. Your point is flawed... because in Skyrim you never are more powerful "later" for leveling a wide variety of skills... you're just gimped because every single creature gets stronger every time you level up, regardless of what you're leveling.
I thought leveling my heavy armor skill would improve my mages survivability, because... you know... his armor value would be higher?
The problem? The damage output of enemies completely outstrips the extra armor I gained from leveling heavy armor.
My mage would be stronger if I had just completely stopped leveling any skills at all at 40... and that is ridiculous.
Although everyone and his mother will disagree with me on this, I think the problem that afflicts character progression as it relates to leveled mobs is almost unavoidable. Let me start by saying: yes, it could be
better but I don't think it's ever going to go away.
The reason why leveling
any skill makes enemies harder is because every single skill will improve your character in some way. (I'm not saying they all do it equally, only that even speech and pickpocketing and lockpicking grant you perks that improve your character, even if it is only access to more gold and therefore better gear.)
Because it is impossible for the developers to predict every possible build, the progression is flat. If you level enough skills you gain a level and all the mobs gain a level, too. The devs can't say: "well, if you improve your lockpicking we won't make enemies harder, only if you improve your one-handed skill" because improving your lockpicking will make it possible to open more chests, find more gold and potentially magic items, and, if you have the perks,
even more gold and magic items. And more gold (better gear) and more magic items makes you better a beating enemies, even if it doesn't necessarily make it
as easy as focusing on one-handed.
The problem is here: even if improving your lockpicking doesn't give you
as much of an edge as improving your one-handed does in combat, if you make it a zero-cost skill, guess what: every one spams lockpicking and calls it an exploit. "Hur, don't level up your one-handed skill, just spam your lockpicking and use the extra gold and magic items to get your character better gear". You see?
If you don't provide a
cost for every skill, any skill that doesn't have one becomes an exploit. People will go around spamming lockpicking and pickpocketing and speech skills to gain the extra gold, deck out their character and go tromp mobs who have not been appropriately prepared for the challenge. And I haven't even mentioned the crafting skills. Some people argue that crafting armor and enchantments shouldn't level you up in relation to enemies because it doesn't make sense. Well, yes it does, because smithing/enchanting/alchemy provide
far greater benefits and advantages in relation to mobs than speech, lockipicking, and pickpocketing, which, as we've seen, become exploits as soon as they no longer provide consequences. Any skill that doesn't level you is an exploit, it's that simple.
Could the skill trees and perks be better balanced? Probably, but there is no way to do away with leveling non-combat skills altogether. What about the poor warrior who invests all of his perks in combat skills? Every time he gets better, his enemies get better. Is that fair for him? Other players are going around maxing out all of the non-leveled skills before they do any serious combat just so that they can be way better equipped. All of a sudden, the new rules dictate that everyone should become a master thief or crafter
before becoming a warrior. Does that make the game better?
Implement "Classic mode" and everyone is happy.
Heck, why not even have custom game rules?
- enable/disable level scaling
- enable/disable main attributes
- enable/disable quest marker
- enable/disable fast travel
Of course this would require a lot of work in terms of creating a template-gameplay that works well with any combination of the above mentioned options.
The last two are already possible, fortunately. It might be neat if they exposed attributes as visible stats on the character sheet. I don't think they could make a game that allows you to choose between static and dynamic scaling, though. They are implemented in totally different ways. You can have both in the same game, but you can't make it a setting without having to populate the world twice.