What needs to be scrapped is the nonsense that "level scaling" is to blame, or that the whole game is "scaled".
Seriously. Look at the data. It's all there for the reading. If you do, you'll quickly see Oblivion's "serious scaling issues" are little more than "why are all of these lists so similar?" Think about it: The lists point to a creature of a specific type at a specific level, until near the end, when they point to a specific creature of a PC-relative level. And all of the lists are constructed similarly, with variance mainly to give regions a slightly different flavor (no mountain lions in the swamps, few trolls in the plains, etc). Try making a mod to spice up the lists a bit, and if necessary, ADD (not remove) level scaling to "lesser creatures" to keep them "in the mix". I bet you'll find the system isn't what you thought it was whatsoever.
That's leveled lists, not level scaling (and, yes the lists do in fact need to be diversified, the percentages need to be tweaked, etc), and it's only covering the leveled lists in a basic sense. It doesn't count the authoritative leveled lists of enemy equipment, or of loot, and how widespread they are in their use, where the only static ITEMS in the world are copy-pasted iron weapon racks (sometimes steel), coupled with a pitifully small handful of weapons/armor with a proper name.
EDIT: Just went back and read your previous ideas regarding how to handle leveled equipment. While you are still allowing loopholes for weak equipment to reappear in the world, it still doesn't fix the overall problem that the whole world is inexplicably and dynamically growing in power and wealth as relative to you. Giving high-level NPCs the chance to don low-level equipment is rather superfluous and useless when the game will still statistically churn out high-level NPCs at higher levels, and those high-level NPCs will statistically have high-end equipment. The point of editing level scaling and leveled lists is removing the inclination to flood (or even mildly saturate) the game with high-level whatevers, even if there is still a pithy chance of getting something low. The point is to maintain that the ratio of steel to daedric in the game is roughly the same at level 1 as it is level 30. Or that the ratio of iron to steel to orcish to ebony to glass to daedric to [insert equipment type here] stays roughly the same from level 1 to level 30. Leveled lists can indeed fit within that goal quite well, but their use has to be limited, their division of purpose has to be ridiculously high, and how broad of a level spectrum they cover in the larger scheme of things has to be pretty minuscule.
The scaling comes into play when your NPC in question, be it guard or bandit or etc, independent from the leveled list structure, has the "PC Level Offset" box checked on their info sheet, guaranteeing that their level will always, always, always be plus or minus whatever number is in their offset field as relative to your level. And the amount of generic NPC blade-fodder that uses said PC Level Offset is ridiculous and completely overbearing. The lists are only one half of the equation. The scaling is the other half.
And contrary to popular belief, there are static creatures in Oblivion.
Ah yes, apologies. That giant horde of static creatures that I could proverbially count on my fingers.