Yeah, New Vegas has no scaling at all. It has it's strengths, and it works until around 40 hours in, when you can stomp down everything with one sneak attack critical 2ft away from the thing you're shooting. But New Vegas is designed to be experienced a very specific way, contrary to what a lot of people might want to believe.
The game has an obvious progression, that you may not be locked to, but straying outside of the design results in it becoming just how apparent it is. For example, if you go North out of Goodsprings, and get swarmed by Cazadors, virtually unwinnable fights without using a terrain and pathfinding exploit to circumvent, and then there's also the deathclaws. They did Okay by sprinkling some high-end encounters in the west, like the Giant Radscorpions a couple of Super Mutants, and some Goul Reavers, and the world is generally small enough that you can get away with it. But the progression is obvious. Goodsprings -> Primm -> Nipton -> Novac -> Boulder -> Vegas.
Compare to an Elder Scrolls game, that has you bouncing between the world constantly, and much more developed faction quests. Some form of scaling, At least (Or at most) on the overworld, is really needed. Fallout 3 is a good middle-ground. I often say, the big issue with Fallout 3's "Scaling" wasn't so much it's scale, as it was combat in general. Towards the end-scale, enemies were basically HP sinks, but combat was designed pretty poorly, compared to New Vegas. My favorite muse on the subject is "I'd like New Vegas to take place in the Capital Wasteland".
I disagree. I never noticed the linearity in NV. How can you say it was meant to be played in a certain order if you have the freedom to go anywhere you want? I went to Novac pretty fast and right after that I headed over to Vegas. Sometimes there were places in between too tough for me so I avoided them, but that's how it should be. It's far from impossible to reach Vegas with a low level character. Of course it's easier if you stay around Goodsprings and level up before you go any further. But this is the only way to make the world believable and not make it feel like you are the center of the universe.
And where is the fun in exploring if I can go anywhere I want anytime I want without any fear? In Oblivion you could explore the whole world within the first few hours of the game. No place where you couldn't go, it was boring. Not only the landscape was exchangeable, the enemies were exchangeable as well.
Quests can be adjusted to the level they should be played at accordingly. Why would the fighter's guild send someone to a region inhabited by frost giants during their first quest? Make use of the high level regions in high level quests, simple as that. Of course you could say quests were meant to be played in a certain order in NV. But if you don't want that then you'll end up like in Oblivion, where every quest was suited for every character level. Some tasks are harder than other tasks. That's not linearity, that's the way things work. If you make sure the player never gets hurt to much while exploring the world only to make sure he can do every quest he likes to do at the level he just happens to be at then that's hand-holding to me. It's like you go to school and instead of having to learn new things for graduation the things you need to learn get adjusted constantly so they become easy enough to reach graduation without any effort.
Of course you should be able to reach towns and villages without getting killed constantly, but that's what roads and more populated regions are for. If you want to play safe stay on the roads and keep close to civilized areas. If you're looking for a deadly adventure explore the most remote mountain regions or the deepest forests of Skyrim. As long as the enemies that appear make sense (no uber enemy standing on a road connecting the two biggest cities of the game for example) I don't see any problem, even in an open world game.
I really hope I will not be able to explore Skyrim as easily as I could explore Cyrodiil.