1. Smithing perks allow you to enhance twice as much as normal
2. Nearly every game that has crafting you can craft good items but not the best. You don't craft your way to godliness, you craft your way to the path of godliness. Crafting should help you progress to the top not bring you to the top.
If you still don't understand take a look at enchanting, it is actually done right. You can enchant your gear decently but you can't put the best enchants on your gear, for that you have to find items with the enchant innately on it.
Heh, some would argue it's the other way around. :biggrin:
I do see where you're coming from, though. In
Oblivion it was possible to make enchanted gear that was
far superior to anything you could find via looting, with a few exceptions for unique items, which meant all that high-end enchanted loot ended up being vendor trash you took massive losses on when you sold it. On the flip side, though, if we
hadn't been able to do that then self-made enchanted gear would have
svcked, as the pre-made stuff was generally not enchanted 'properly' and often fell short against top-end foes. Granted some of that was due to badly-done critter scaling, but still.
The other problem with needing to find items to get the best enchants is that in
Skyrim loot is random while crafts are not; as a result, while Player A finds a full suit of awesome gear Player B never sees item one of the same set. Allowing self-enchanting to get those top results removes the frustration that randomized loot tends to engender, but does make it tricky to keep top-end balance; the player takes ruthless advantage of the system, while NPCs do not, which tends to skew power heavily in the player's favor.
The
Diablo games have an interesting take on this, albeit drop odds on the best stuff are ludicrously low: in these games you can make gear that is better than pretty much everything else of a comparable level, but not by a huge amount unless you get lucky when the stats are 'rolled' upon item creation, however at the same time there are special and unique items that are better than these (sometimes by quite a bit) but are really hard to come by. The net result is a system wherein you can craft your way to a fairly high level of power; however, the very best crafts, which are
the most powerful items in those games, take an insane amount of grinding for parts and the gear to make them with, due to the aforementioned abysmal drop rates on said components, which means that the vast majority of players will be at a somewhat lower power level than that due to the inordinate investment of effort needed to achieve it. Thus, you have both worlds at once: ordinary crafting will only get you so far, since the best stuff will be out of reach, but you can still craft the best items in the game if you are willing to go to the necessary lengths to do so.
For the record: I do
not advocate implementation of such a system in
Skyrim, as it would only serve to piss off the vast majority of the player base due to the game not being aimed at the sorts of folks who don't mind going to the aforementioned extremes to get the best gear. I wouldn't mind it all that much myself if the drop rates were more reasonable (some items in those games have, literally, a 1/300,000 chance of dropping), but then I'm weird like that.