Nice ideas, but I have different ones.
I was going to start a new thread, but thankfully I did a search and found this one first. Here's what I was going to say about level scaling:
Level scaling in Oblivion either made it incredibly boring or insanely difficult, depending on your understanding of how to get +5 with your initial skill build.
Either way, it didn't provide the necessary element of intimidating, threatening opposition or the rewarding feeling of attaining power and overcoming it.
Fallout 3 scaling, while better, could also svck. It makes no sense for some areas of the desert to spawn bloatflies but others to spawn only high level attack bots, and the enemies in certain locations didn't fit with the story elements present. It's ironic to me that no fast traveling would solve this entire issue for obvious reasons, while allowing some areas to remain matched to low level could be done when the story for the location would fit it. However, I really liked when they brought in new enemy types with a story explanation for their existence once you are further into the game. That made sense to me, and it matched the apparent growth as mutational perks, increased skills, and more powerful weapons charge up your character. However, the way the world worked in Fallout I could see why a merc in town would stay level with your power.
Either way though, in Fallout the power disparity between the players and other characters was not as significant as it is in a fantasy game like Elder Scrolls. Guns make being a one man army seem more plausible without needing as much explanation, but in Elder Scrolls only your value as a magical warrior given power due to destiny explains being able to take so many hits and fight extremely powerful forces. But that presents a problem, because you need to be able to defeat enemies in the beginning while gaining significant power later on. Scaling seems more absurd because it isn't cohesive with the story of someone gaining in power, especially when you are traveling back and forth all over the map.
I can see why certain landmarks could have more powerful occupants as time goes on, but scaling everywhere you go doesn't always make sense. Opposition on the roadways should be daunting at first, but later on only occasionally notable. They should use a story explanation for more powerful enemies hounding you later on in the game. Maybe dragon attacks could increase as you level up? Certain monsters could start breeding more intense offspring as a result of the dragons' influence? Teams of assassins from the crumbling empire or various Nord factions could be hired to take you out due to your increasing influence as a leader? If there is an explanation for scaling, and it is only applied to the right areas, I am okay with it. If later in the game there are ruins with bandits in them, those bandits should be weak and easy to kill, with bad loot. But that doesn't mean there shouldn't be a locked chamber or crypt past them that they couldn't get into, filled with high level wraiths and a chest with a powerful and unique magical sword.
My suggestions are that I think that areas should scale to a little above your level if you haven't been there, scale to your level if you have been there but you have another quest to do in them, but once you have been there and finished all quests related to the area they shouldn't rise up to follow your level. There is no point to making it worth going back to locations you have already been when there are so many in a game like this. In fact, going into a landmark and seeing that is empty is actually helpful in my opinion because then I know if there was anything unique there I already got it (assuming that, like they said, Skyrim will have more unique aspects to their landmarks). Additionally, roads you have been on should not scale. High level enemies that occasionally track you down anywhere on the map make sense if they are after you, but roadways, which should be safer than most places, logically shouldn't scale. The only point to having roads is decreasing the chance of enemy encounters and increasing travel speed. Of course, if Bethesda intends for us to actually use the roads, they already know this.