The spell that's being cast on strike determines the amount of charge per strike. "Sparks" is a low-level spell, so it doesn't do much damage, or use up a lot of charge each time, in your example 4 per hit. A weapon that does more damage per strike would use more charge to do so, and that would be achieved by changing the enchantment applied to a higher-level one.
The two variables are the total charge, and the cost of the spell being cast on strike. The number of uses is calculated from those. If you wanted to have 100 uses from a total charge of 300, then you'd have to find a spell that costs only 3 per strike (and there may not be one below Sparks). When you enchant an item in-game the same applies, but the spell is custom-made from the altar settings, and the cost per charge calculated from the damage, so there are more levels available then the pre-built ones in the CS. You can add more Enchantments if you need something in the gaps between the built-in ones, too, but it's rarely needed. It's easier to turn off auto-calculation when you need something special.
There are game setting factors involved in the ratio of damage to magicka cost/charge but they affect all spells, not just weapon enchantments, so changing those makes it a larger can of worms.