People who are against scaling, please explain to me why you think your destruction spells should do the exact same damage at level 25 and level 50.
I don't care if you think it's "viable" I want to know why you think that is a good thing.
I'll play devil's advocate, although scaling would be preferable to me. One aside would be that Master level spells would *still* be broken with scaling since they could never advance.
Without stating any of the problems:
The philosophy is to gain DPS by perks and also by spell tiers, with new spells replacing the old ones.
My DPS goes up between level 25 and 50, again at 75 and (for one spell--sort of) at 100. New spells obviate old spells, and provide for a new tactical approach. The Impact perk is the biggest difference maker in the perk tree, and (to a much lesser extent) the Intense Flames, Deep Freeze and Disintegrate perks.
Some of the earlier spells maintain their usefulness for awhile, such as Flames used against Ice Wraiths, which are difficult to hit without some sort of AOE effect. Runes are still useful for emergency scenarios where the caster runs out of mana.
Adept tier provides for some better AOE spells, replacing the Novice tier spells.
Expert tier spells replace ranged, targeted attacks from the Apprentice tier.
Master tier spells - The Lighting Storm spell does a respectable 75dps, permastuns (with Impact) and drains magic--try casting it in a corridor and let enemies examine the disturbance and try to rush you.

The other two spells appear to be focused on spellswords, as do some of the Adept tier spells.
I haven't used the 'wall' spells and assume they're meant as a replacement for runes.
Okay, so that's the good--or at least, that's how it works. Assuming that I want to stick with this philosophy instead of scaling damage to the skill level, I would want to see these changes:
Perks
1) Set the Master level perk to allow three points. Point #1 gains spells. Point #2 = 75% modifier. Point #3 = 100% modifier
2) Change Intense Flames, Deep Freeze and Disintegrate so something more useful, and I'd take either of these two options:
a) Weakness to [element type] (additional dps modifier)
b ) flames have longer burn duration and enemy collapses with low hp, cold increases stamina drain for cold spells, with a stun effect on anything out of stamina, lightning does the same except for magicka (or prevents mana regen if enemy is out of mana)
Either option would combine with spells better than the current perks.
3) Rune Master - make it 10x or 20x to allow for some stealthy fun options.
Spells
Add ranged AOE replacements for the Adept spells. Moar splode radius please!
Add new replacement for Flame/Frostbite, with greater range and (obviously) DPS. Keep Lighting Storm
Add new runes
Keep the spellsword fire/ice spells, and add a mana drain lighting spell