And if anybody here needs any further convincing/argument regarding what I've proposed above, here is the relevant discussion from the main readme for my mod:
Again, I should probably explain. Remember that enchanted items have both a zero-percent failure rate and an instant casting time, meaning that the only limitation to how fast you can dish out the pain from your enchanted codpiece of hellfire is how fast you can spam the "use" key. Many players don't really seem to appreciate the monumental significance of these features except by universally crediting them for the fact that the enchant skill essentially replaces spellcasting about an hour into the game.
Another motive to increase the charge cost per use overall is to make the enchant skill behave more like the magicka skills and less like your one-way ticket from ridiculous to ludicrous. A character with a skill level of 5 in Destruction, for example, has absolutely no chance in hell of successfully casting God's Frost, so why in the [censored] shouldn't a character with an enchant skill of 5 be equally inept at casting the exact same spell from an enchanted item? The argument that any player good enough to acquire the necessary items and souls to pull off such enchantments deserve whatever they can make out of them is [censored], because even a level 20 character is still going to svck at whatever skills he or she hasn't put any effort into developing, regardless of whatever equipment they've found.
One other interesting effect of the proposed changes above is that paying to have paper enchanted into scrolls becomes a viable, or more specifically, your only option for achieving spell effects that are too far beyond your skill level to otherwise use. Thus, in anticipation of the forthcoming release of the next version of the Morrowind Code Patch, I've raised the enchant capacity for paper so that the only (reasonable) limit to what you can get out of it is how much you're willing to pay for it.