» Wed May 02, 2012 2:36 pm
I'll second (or third) the comments about Heavy and Medium armor being redundant, but would add this to it: wearing one or two pieces of the "other" type will give you a head start for down the road when you've maxed out the one skill. The only reasonable way of raising Endurance any further at that point is to start using more of the other armor type, so having a few points in it already won't leave you with an under-protected char. It's not a reason to take both as preferred skills, but keep it in mind. My present char is using mostly Medium armor, with Light boots and Heavy gauntlets that aren't spectacular stat-wise, but look good with the rest of the set.
For magical backup, there have been a few good points raised. Restoration is useful to any character, especially one who's going to take a bit of abuse on occasion, and relying on alternatives such as alchemy for healing depends on hauling around a bunch of heavy potions at all times, or getting a decent enchanted item to do the job. The spell is weightless.
Alteration comes in handy for numerous thngs, from levitating up to those high spots (Morrowind is a much more "3D" game than Oblivion), crossing water without having to smack down 14 Slaughterfish per yard, and breathing underwater while exploring many of the caves and caverns with flooded areas.
Enchanting is best taken as a major skill or not at all; the odds of success are too low unless you have a decent skill level, and the cost of failure (hundreds or thousands of Septims for a filled gem) is steep. Going the Enchanter route means you never have to gain a single point of skill in any castable school, yet have 95% of the capabilities. I've finished the MQ (almost TOO easily) with an Enchanter build, but it's a bit slow getting started.
Mysticism can be an extremely powerful school (Absorb Health), and the Mark/Recall sequence and Intervention spells are a huge saver of time and frustration when you want to get somewhere, but there are several enchanted trinkets and/or potions readily available to solve that part of the problem. My current character relies heavily on it, but my previous never used it, so the choice is all yours.
Alchemy is probably the most easily abusable part of the game. If you intend to "enjoy" the game, rather than try to "beat" it as quickly as possible by any means, then I'd avoid such abuse. Using it for routine healing, restoration of attribute damage, curing diseases, and occasional levitation or waterbreathing is fine, and a viable alternative to spellcasting. The down side is that you either need to lug around a whole arsenal of potions or else a host of ingredients and the heavy apparatus to make potions from them. In this case, while the odds of failure at low skill levels are really terrible, the cost of simple ingredients is often negligable (1 Septim in a lot of cases), so you can afford to take 20 tries to make a potion. Taking either Alchemy or a castable school of magic is a character-design decision, but you can at least fix it later with a bit of "grinding" or paid training if you change your mind.
Enjoy.