In a perfect game the option of becoming a walking God should not exist at all. For myself, god-like PCs completely take all the fun and challenge out of any game. I don't have a problem with all possible builds not having an equivalent utility -- in fact I would imagine that that level of balancing in TES games would be extremely difficult to achieve. Theoretically, all builds arriving at the same utility is equivalent to there only being one build.
Agreed.
I believe the whole point of creating better arms and armor is to give you an unfair advantage over others. It's called an arms race, so it's not at all unrealistic for a well armed and armored blacksmith to have an edge over someone who is a better fighter but less well equipped. I doubt the Native population of the Americas were in worse shape or worse fighters than the Europeans, though they certainly suffered a disadvantage technologically. Of course a
great fighter is going to be better than the best armed and armored blacksmith but I'm not convinced this isn't already the case. In any case, I wasn't aware that skilled fighters were having difficulty finding great gear by looting corpses. I certainly haven't noticed any problems in this department so the argument seems entirely moot to me.
I do find it interesting that people who complain that not all builds are created equal don't see a problem with the logic that someone who puts all of their perks into say, speech or picking pockets, should be equal in combat to someone who puts all of their skills in combat. If I was a warrior and found out that all of my combat perks had been wasted because it doesn't make me any better at beating the bad guys I'd be ticked. That's why you take them. To be better at fighting. The game cannot support equivalent builds and retain logic at the same time. To be logical, and I might add,
fair, different builds must have different capabilities. Being better at fighting is your reward for spending all of your perks on combat when your parents really wanted you to become a herbalist and you wanted to become a bard. I just don't see where the dilemma is anywhere in this conversation; but then again, I don't suffer from that peculiar form of OCD that obligates me to min/max my characters. I could care less if my characters are the best they can be. Small variations in ability make 0 impact on my enjoyment of the game.
Which brings me to meta-gaming: role-playing implies acting within the reasonable limitations of the character; meta-gaming means directing your character to take actions that they wouldn't ordinarily take because you have access to outside knowledge. Even if a character thought: hey, this potion or this magic armor makes me way better at x, it doesn't necessarily follow that they would take up alchemy, smithing or enchanting. In fact, I would argue that only a minority of people would even consider it. Most would either try to find ways to buy it, loot it from dungeons, or steal it. (Weird, it's almost like the game is designed to support these sorts of behaviors....) That doesn't mean you can't believably role-play a warrior that does decide to take up alchemy, only that its fallacious to pretend that more than a small minority would really even consider it. It only seems like an obvious and logical choice if you have access to the statistics that govern the rules of the game, which you only have if you're meta-gaming. If I was a warrior in Skyrim, I doubt I would consider taking up any of these trades. I'd either take them by force or earn money and buy them. Making a radical choice like pursuing a craft is a hard stretch.
That doesn't mean that min/maxing is bad or that you're wrong to indulge in it if that's your cup of tea, but it is wrong to argue that a game that is not designed for min/maxers should have been designed for min/maxers. If you enjoy that kind of play-style, there are plenty of other games (the vast majority) that encourage it.