That's the difference between certain types of players. I save the hard work for real life. When i play i like to relax. We agree that good items shouldn't come easy, that would ruin the game. Choice is the the key here.
Nope. "Balance" is the key word here. In a sandbox game creating a completely static world would not only quickly lead to boredom, but it would also pose major balancing problems, too. Therefore, we need a middle-road.
I think Morrowind was generally fine when it came to the relation between hand-placed content and randomised, leveled content. It was a game which utilised level-scaling, too, but it was far less drastic than Oblivion's version. However, after several games hand-placed loot became easily exploitable. That's why its placement needs to be randomised, so even a power-gamer won't go straight to the Ghostgate, but will explore, because that will be the best way of stumbling on good gear - as it should be.
As for the leveled content, I think that we need a proper challenge-to-loot ratio and areas of varying difficulty, as in Morrowind. In Oblivion it didn't matter where you went, because EVERYTHING was scaled to your level and every area had the same challenge-to-loot ratio. It was a bad design choice. Some areas could be made harder than the others and it should be logical. If you venture deep into the wilderness, then don't complain if you get killed by a minotaur. However, if player is killed every time when he/she leaves a city, then sth is clearly wrong.
I liked the fact that enemies associated with quests were leveled, but that should be more varied, too. Some quests could be static, some could be leveled to a degree, while other ones could be leveled from start to finish. Also, different quests should have different levels of difficulty - sure, that unique, quest-related bandit would be a tough enemy for character below level 20, but when I start a quest as a 30 lvl character, then it should be easier for me. On the other hand, major enemies encountered in the MQ should always be challenging, no matter what level the player has.