I've been as harsh as anyone when writing essays on this subject, but its very scary to see a "us vs them" mentality that has occurred.
Some of the more eloquent posters on the subject of overpowering themselves, and the result of some of the longer discussions, is that this actually has very little to do with the game itself, but rather a type of mindset on approaching games.
If you say they are less of a roleplayer for it, you deserve an elitist slap. Its simply that this method of roleplaying was socially frowned upon in roleplay games. Nobody ever liked the "munchkin" who played to max out his stats and kill everything because all his skills were powers of smackdown, whilst other players had spent points on wood sculpture for instance

. Without the peer pressure to play a roleplaying game in the spirit it is intended, I think its natural for players to revert to the "beat the game" mentality which is the basis of games.
I've used this strained anology before, but its very much the difference between those who enjoy the Sims, and those who are completely baffled by it. I'm not a huge fan of the Sims, but when I play it, my first thought is not "how do I min/max all my skills", its about how the sims story develops for your little avatar, and guiding them through life.
Obviously Skyrim is far removed from the Sims, but the core concept that there are skills that, that will make you better at things, and reflect your choices as you live your life. It is neither The Sims, nor Skyrims intention for you to craft 468 daggers in one sitting, or even to aim for the goal of making ebony armour from the get go, and rather allow your character to naturally drift towards it.
Its an understanding of the heros journey, that the hero reacts to the challenges, and improves himself to overcome them. Without the understanding of telling a story, its perfectly natural to gravitate towards a "pre-emptive strike" progression of thought, that I must get the best equipment to ensure I overcome my obstacles.
I personally would feel sick if I saw a story outline that read "Dragons Return. Hero crafts Grenade Launcher. Dragons get Pwned". Thats not how a story works, and not how Skyrim was envisioned.
But neither can I demand Bethseda inflict the heros journey on me.. They tried that by slapping the journey on Martin to enforce the illusion of the monomyth in my opinion (reluctant hero, great obstacles, tragedy forces acceptance of the challenge, and finally overcoming through sacrifice yadda yadda yadda).
If we change the game, into an entity where someone telling a story has to stop their story for a few hours to do some grinding to achieve for instance, smithing levels instead of the current ability to simply increase it by improviing low level stuff, removes yet more potential to tell your Dovahkiin's story, and that upsets me.