They don't really need to put any security into the Creation Kit. To the best of my knowledge, the consoles are pretty much closed systems, in that you can't just fire up a browser on them, navigate to any site you like and download any file you like. [edit - Or at least, download any file and include it in a game folder]
Mods for consoles will be hosted by Bethesda, and delivered to the console from Bethesda.net (at least, that's what I gather from what I've read), probably via a souped up game launcher or 'browse mods' option in the game's main menu. And since Bethesda will host them, Bethesda can review them before making them available.
I'd guess there'll be a submissions process, where a mod creator uploads a mod to Bethesda.net, and if it passes muster then it'll be made available to console users. Since this distribution infrastructure will come after the release of the modding tools, by the time console users get mods there'll already be a collection on Steamworks, so Bethesda can pre-approve and upload a good selection of those for console users to keep them supplied while new mods get approved.
The approval process could, to be honest, be pretty light handed. A quick check to see if they contain six/nudity (most of those mods will announce it up-front, because that'll be the point of the mod), perhaps an automated check to make sure no cells contain vastly too many objects, the textures are reasonable sizes etc. I doubt they'll bother with checking scripting or quest design, as that would be way too much QA work.