1. Leveled loot... I don't mind some leveled loot, but there must also be SOME non-leveled loot available and have it available anytime I.e. not exclusive quest rewards or placed only when a quest is active.
2. Split level's. I think the player level works fine for perks and skills....however, leveled enemies should level with the player based on a players "combat level". Basically, if a player chooses to power level smithing to 100 (assuming no other skills raised), he would be a player level 10, but since no combat skills leveled (ie one-hand, 2 hand, block, light/heavy armor, destruction, archery, etc.) He would be a combat level 1, meaning enemies would still be scaled to a level one character.
However, if a customer increases only one hand, and light armor each to level 20 and nothing else, he would be a player level 20, AND a combat level 20 and enemies would be on par with a level 20 character. Obviously there would have to be a slight rebalancing to how the enemies level, because non-combat skills still have a hand in how buff a player can be, but it would eliminate the problem of people having the problem of smithing a few things making their level increase, and now gets owned by mudcrabs (exageration) just for being a better smith.
I feel this is fairly simple change and wouldn't complicate anything as far as the player goes, because the "combat level" of a player would be completely hidden and the interface and leveling would still be exactly the same as it is now. The interface for the player and leveling for perks would still be exactly the same, the only noticable difference for the player would be in enemy difficulty.
Thoughts?