Yes I will do that, but sometimes blasting the enemy with a big spell is just so satisfying
So I know for sure I am getting Marksman, Destruction, illusion, Conjuration, and Light Armor for my majors. For the last 2 I am trying to decide. I was thinking about armoror/mysticism/athletics, but im not totally sure if those would be of any use to me
It all depends on how fast you want to level. If you use Illusion and Command/Frenzy appropriately with a little Conjuration, it doesn't really matter how fast you level or how tough the enemies are because, by and large you don't fight them, they just fight each other. You will need to make good spells like the ones in my signature. However, if you wan't to actually be good at melee then you might want to adjust your major skills accordingly. For instance, armorer as a minor skill can be trained every level and get to 50 very fast, but if you put it as a major it will level you very fast which isn't so good for you.
If you want a more powerful melee character per level leave Illusion and Conjuration as minors and just get low level spells from those schools and cast them a lot when appropriate. If you want a character based on roleplay, then they are fine as major skills. Another idea is to just maybe take one. So for what you are wanting to do a build like this would work very well.
Sign Mage
Spec. Magic
Acrobatics- controllable for the most part.
Blade
Destruction- slow and you don't even have to use it, but can for those 'big spells'
Marksman- slow
Restoration- slow
Speechcraft- very controllable just a slot
In the last slot you could put a lot of stuff. Athletics is not controllable, but pretty slow as is Mercantile. Block is a possibility but not necessary. H2H or Blunt can be good, again just as filler, but with the drawback that you can't just them to increase strength as minors, but you don't need to worry a whole lot about strength. But hey, like I said if you make good spells it doesn't matter one iota what your major skills are.....