The player is always going to have an advantage over the environment. I don't see how the advantage of one perk really makes or breaks the game compared to the higher ranked functionality of any other perk, let alone powerful chems like Jet that are available to everyone. As for legendaries, most of them are pretty meh imho. You have a decent chance of finding an okay weapon with a tolerable effect and much less of a chance of finding something actually useful to your character. I leave most of them behind.
If anything I think they should change the loot leveling and enemy scaling. If your best weapon after 30 levels was a pipe revolver, that would really skew the difficulty, and with the possible changes they have mentioned with damage it's feasible to still have lesser tier weapons be viable against higher tier enemies. Also, loot scarcity (ammo, chems, health) would really make a big difference. When I finally find a Gauss rifle in my game, I somehow have like maybe 5-600 rounds of 2mm EC or more and am ready to go crazy with it. If I only had 40 or 50 rounds I would have to use them wisely. No more walking around with 90 mininukes and using them liberally because I just don't feel like putting that much effort into a fight sometimes
This is true. If I couldn't fast travel anywhere I'd just as soon not use Survival at all. That to me would get boring quickly.
Sneaking seems pretty useless if you do not invest in the perk, after I do invest a point I think the difference is pronounced. At the highest level it seems pretty much the same as in the Gamebryo games, where you can practically walk right in front of most NPCs or creatures and they won't see you (although FNV sneaking seemed a little borked in general, and particularly in some of the DLC where enemies would seem to spawn very suddenly very close to you and change your hidden status).