The one potential problem I see with the build is that his Strength is going to increase slowly. Armorer and Acrobatics are his only Strength-based skills, and those are Minor (Acrobatics might as well be Misc., since it's so easy to increase by jumping on and off of every convenient rock or other object along the way, or getting really cheezy and just hopping around everywhere, either of which seem like they'd be ridiculous for your heavily armored character). Using Long Blade or Blunt as a backup weapon (either secondary or misc.), and switching to that in non-critical situations could allow you to get around the problem, otherwise you'll end up with a somewhat (but not drastically) underpowered fighter. It's probably not a "fatal flaw", since you can easily concentrate on using those two Minor or various misc. Strength-based skills occasionally to overcome it, but that might go against your "intent" for the character.
The strength of my character has been steadily increasing. I have multipliers around every level and it's easily the attribute I've been pumping the most into. My normal level up is Strength, Endurance, and Willpower, and I'll occasionally change willpower with intelligence if need be.
Endurance should be great with Spear and Heavy Armor as Majors, especially with Endurance as a chosen Attribute.
I've been finding the setup to be pretty decent however there are some things I regret as I'll mention later.
I'd also consider replacing Athletics with an Agility-based skill, since Agility comes into play in both hitting an opponent and in avoiding knockdowns in combat. Having it stay at the starting level is going to hurt you in the long run.
The lack of agility has been destroying me. The biggest, and most frustrating drawback to a low agility (which I've never had before as I've always made characters with at least mid level agility) is the knockback. I'm thinking about just dedicating a level to increasing agility as much as I can through multipliers as it has become very annoying.
A potential alternative to Conjuration would be Speechcraft, since many "knights" were educated and well-spoken; they are at least "lesser nobles". Unless you intend to conjure creatures to fight for you, or expect to need to replace your weapon with a summoned one on regular occasions, it's probably adequate to keep Conjuration as a misc. skill with a bit of paid training to make it usable. There are better ways to restore magicka than summoning Ancestral Ghosts to attack you, especially since you'll spend most of that magicka to heal afterwards: shrine blessings, potions, and punching the occasional Scrib in the wild.
Speechcraft would have been a good choice, and one I wish I would have thought of. Restoration, Alteration, and Destruction I really needed as they fit the character model. Conjuration is kind of a moot point at this point. I don't really summon anything as they don't fit the type of spells a Dragon Knight would have. I also honestly don't cast many spells (outside of jump/slowfall) so conjuration right now was a bit of a waste... however it is my highest magic skill as I use to to cheese my intelligence attribute
near had ola is a good source of orcish armor... at the ruins. Can get a full set including shield with a couple spares if you want to do some minor enchants on them till you get the good souls.
Will last you well into the expansions
Awesome. I've been rocking a mixture of imperial/dwarven armor and a dwarven halberd. I'll definitely head by Hlad Oad.