But then you won't be able to use those restoration spells very well before you reach 100 enchanting.
It is a bad rule of thumb to choose a path just because it starts out easier, you need to take the whole road into account.
But that is the issue here, it is indeed a gameplay oversight by the developers, that to be the best end-game Restoration user, for example, you need not get the apprentice/adept/expert/master level perks.
EDIT:Well the higher level spells cost hundreds of points. So that would almost force you to wear some reduction items. I am a Dunmer, so I do jot have the highborn racial trait. I never use companions either: but wouldn't you agree that the magic cost for spells is extremely high. It's a shame that at higher levels we have to basically use magic reduction enchants for magic to be remotely useful.
He does wear reduction items, none of them player-created, he makes use of the spell perks that reduce cost and the most used/useful schools are the chosen reduced enchantments. They do seem high, but I would say their main issue is probably that damage/effect on spells does not scale with skill level where as melee skills do for weapons. That and dual-casting does not meet up evenly with it's damage/effect increase (2.2)/spell cost (2.8). Then again the impact perk can stun-lock enemies indefinitely, so I cannot complain.