@ Tagaziel: You do realize we are saying the same things but in different ways, right?
How? You're trying to fix a problem by gimping combat skills and making the difficulty curve even steeper. To this I respond by proposing a solution that addresses balance issues that arose ever since Oblivion decided to implement a "all hits must connect" rule (courtesy of TH).
I'll elaborate: since Oblivion, the player has the ability to deal damage continuously, as does the enemy. This directly affects gameplay balance, as the developers can't put great weapons (like the aforementioned White Woe blade) early in the game, because the player will be able to deal good damage to any enemy. So, damage is scaled directly with combat skills. This necessitates scaling of creatures with player level, so that once they are high enough, the game won't become a cakewalk.
In comparison, Morrowind used a "chance to hit" feature, which greatly improved balance, as a low skill character couldn't button mash his way through stronger enemies. He simply died. In Oblivion and Skyrim, it is possible to button mash your enemy to death. I'm speaking from experience: in Morrowind, I had to plan my attack and maneuver all the time with a prepared power strike, waiting for an opportunity to attack. In Skyrim, I'm pretty much mashing buttons to deal as much damage as possible while abusing potion hotkeys.