You can actually see Giant Radscorpions as early as level 3(Since I can never seem to exit the vault below that) out in the far West. They do exist in game already, and there's no logical reason to say they haven't wandered in in the time you've taken to get from level x to y.
Now, I'm not saying there wasn't an unreasonable overabundance of them, or any scaled creature really, but that's not an issue with the concept of Leveled/randomized/scaled lists, that's an issue with it's implementation and tuning, so try again.
So you're now saying that you see my point, after spending several posts insulting me about my supposed unability to making sense and even understanding myself ?
And yes it's fundamentally an issue with the level scaling. It is made more visible because the team lacked subtlety with the implementation, but it's still at the core the concept of "the creatures in the world are somehow linked to your level". You seem unable to understand that this very concept is what is repellant to many - so until you're able to understand such a simple idea, refrain from making comment about my unability to make a point ; it's bad behaviour to projects your own deficiencies unto others.
You're saying the system is broken, so just get rid of it altogether. It's not broken, it just needs some minor tweaking here and there. They made vast improvements between Oblivion and Fallout, the same will no doubt hold true with Skyrim. And no, you don't know anything about how the game works. Most of what you've been complaining about was nothing more than design decisions, and had nothing to do with the system itself.
Actually, my point is that level scaling is useless and inherently bad, because you can get the same good points without it, it has the tendency to bring lots of problems, and its very concept is anti-immersive, going against how the world should behave, using a meta-gaming mechanism rather than an immersive/natural/logical mechanism.
Level scaling is
conceptually bad, and as such rather than bothering with a system including it, it's better to just not use it at all and rather work on randomization and good world design, which end up making for a better result overall.
The problem, again, is that level scaling is
by nature anti-immersive and counter-productive. You can hide it with more or less talent, but it's still inherently bad for the game. I can manage to cut my meat with a chainsaw, but it's still messy and prone to accident, so it's better to use a knife.
When you see that the less actual scaling there is in the system, the better the game, you should start to get a hint that perhaps scaling at all isn't a good design decision (yes, using scaling is a design decision in itself, just so you know).