It seems like the Perk Point system as it is now limits character progression a lot. You can't justify getting 20% less damage for 20% better Lockpicking because the games difficulty scales with your level. Utility trees in general (Speech, Pickpocket, Lockpicking) in general seem completely neglected because TES is such a combat heavy RPG that these advantages aren't really relevant often enough to justify investment. Indeed the only time I invested in these trees was when I was using a mod called Requiem which significantly reduced the number of perks in these trees and made them very weak (or useless) with no investment. That was an okay solution, but its a band-aid on a bullet wound because it means there's not much in the way of customization, niche perks, or situational perks in those utility trees. Here's what I think would work better.
Instead of getting one perk point every level, how about a sort of "perk XP" you receive on every skillup? This way perk acquisition would still scale with your level but here is the kicker. Each perk would have an individual XP "price". Some general rules for determining price:
-Higher in the tree, higher cost.
-Utility tree perks cost significantly less.
-Niche/flavour/trade-off perks cost significantly less
-Perk investment in one offensive skill reduces cost of other offensive skill perks.
-Perk investment in one armor type significantly reduces cost of other armor skill perks.
First three are pretty self explanatory, but I'll elaborate on the others. Hybrid characters like Crusaders were always starving for perk points. Between investment into two offensive trees, there were very little perk points for anything else. I think this would make hybrid builds less gimped. As for the armor type, well I thought it might be interesting from a gameplay perspective to either use a combination of light and heavy armor simultaneously OR just straight up change your armor type depending on what kind of enemy you are fighting. I did that a lot during Dark Souls, although granted the combat is nowhere near as deep in this game.