Btw, what race are you going to play?
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Yeah I can relate to your fun (preferred) --- work line. I'd still say pick up at least Alchemy. Another major skill you should want is a weapon. - You might not hit anything at start if your weapon skills are only minor, especially when you're low on fatigue. With Alchemy, you could just use some basic, easy-to-find ingredients to make whatever potions you need. How about restoring that fatigue just to hit something? If it's a major skill, it's not that much pain to get it work at start, even without intelligence/luck enhancing. Maybe a little, but not that much pain.
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I haven't done it much myself, none at the start of the game, and I've got my Alchemy to grow. There are always the trainers, too. So, pick it.
Security is definitely the skill you want to forget having as major (or even minor). You can do it all, and much more, with Alteration, and you don't have to carry and, more importantly, FIND good lock picks all the time. You don't have to count your picks since you can restore/rest to get your magicka pool back up and then try again. The only thing you cannot do is disarm traps. You could have probes - I think it's way easier to disarm a trap than to pick a lock. Or you could just endure the traps, considering you're a combat character and you'll have much health. Use your Alchemy to restore whatever the trap takes from you.
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I've come to conclusion that you don't really need Mysticism at all, either. Intervention scrolls are pretty common. The easiest thing would be just to accept that you are not enchanting, and you won't waste a major slot for enchantment. Thus, you won't really need Soultrap, either. If you want to do this, well, pick Enchantment as major as well, and buy a good stack of Soultrap scrolls. Or train Mysticism. The scrolls are fairly common, too. All the better if you find an amulet or such for it, though. Since you're not much of a mage, I think you won't be looking for ways to reflect or absorb spells, either, correct? You just endure them, RAWR! ...Right? :unsure2: So, not Mysticism required. And, thus, I assume now, no soul gems with a charge and, thus, Enchanting. You can do without them as a strong warrior anyway. For me über-enchantments also spoil all the fun.
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Also closer to your original, no-Enchanting build this way. Ungh. So, my version.
MAJOR:
Block
Heavy Armor
Long Blade
Alteration
Alchemy
MINOR:
*secondary weapon/armor/Acrobatics/whatever you want really*
Mercantile
Speechcraft
*secondary weapon/armor/Acrobatics/whatever you want really*
Armorer/Athletics
Acrobatics can be good at surviving drops, not falling down, etc. Even jump up some cliffs if you're not levitating. You should only take a secondary weapon or armor if you think you cannot find a Heavy suit or Long Sword at start. I never take two armors, since I stop using the other once I have a full set of the better I've chosen. I also end up using just one type of weapons. So, if you'll take this kind of risk, you'd follow the following build. (Or if you were me - considering you don't remember / don't want to use any known places for Heavy Armor and Long Blades, this could be a bit risky. What if you don't find those in a long time? Anyway, I might still do this.)
MAJOR:
Block
Heavy Armor
Long Blade
Alteration
Alchemy
MINOR:
Acrobatics
Mercantile
Speechcraft
Armorer
Athletics