You dont need to fix destruction magic solely, the magic system itself needs some tweeks and I really dont care if I have to pay for it in another dlc. Your solution wont fix it, it just make destruction magic a small amount of time more useful until it is outclassed again by raw melee/ranged combat damage.
To make every magic more useful you have to tweak some things in general:
- Better synergy effects for magic like for normal damage (enchanting: % power for magic school X spells, e.g. that would boost time and power of summons, dmg of destruction, healing, etc.)
- "magic smithing" improvements or new perks, instead of increase armor rating, maybe give something useful for mages
- Make magicka more useful in comparison to health. The way it is now you dont need any points in magicka if you use two schools, you barely need some for more then three because of cost reducing enchantments. So spend points in magicka is a waste, why not add something like a weak manashield
- Again better synergy. For example melee dmg enchants for weapons benefit from a) magic cost reduction, render soul stone recharging useless,

improve dmg even further with e.g. destruction perks. Why not add some enchantment for staffs and co. that improve some magic attributes like magicka, magicka regen, +% power for magic school x
And another thing:
- Add more outdoor content or "large" dungeons like most dwemer ruins where followers like atronarchs can freely follow you without problems