Well rats and wolves just don't poof out of existence just because you happen to get good at swinging a sword. I believe that alot of people were burned so badly by Oblivion's level scaling that they have lingering trauma from the experience, thus the reason for so many topics on the subject. I will attempt to alleviate this by informing you that the level scaling in Oblivion is for all intents and purposes, dead. Its been dead since the beginning of the gestation period for Fallout 3. The level scaling in Skyrim will be alot like the scaling that is found in Fallout 3. For those who haven't played Fallout 3, the level scaling goes like this, There are various Zones each with its own setting, some zones are highly dangerous while others are relatively safe. There is some scaling to your level but it is very limited. So there you have it. I hope that helps.
Thank you for sharing. However, this still makes it static. I'm sure this is the way that you're right in that this is the way that they've decided to do it to this point, but there is a way to make it both static and dynamic without "random chaos." What I propose is have a set level for each creature, that is the static aspect. Also have events that will make the creatures, different or stronger and either permanently in some cases temporarily in others and until certain conditions are met in other cases. Like the example I gave where there's a new kobald chieftain and through his wisdom the other kobalds are stronger, or a bandit gang has been prospering so they are generally stronger. If we do truly have Radiant AI there might be cases where there is a freelance or gang of bandits who if left unchecked, like the hero, will get stronger and stronger. They might not reconsider the enemy leveling at this point, but I hope they give this idea some thought.