Excrément said:
Todd Howard : "TES games have always been a "dungeon hack""
So where is the problem with scaling enemies to combat abilities rather than level?
The goal of level scaling is not realism / coherence, but to provide an entertaining challenge to players. Their current system doesn't do this for less combat based characters.
Balancing to combat ability would also remove exploits whereby a character can increase non-major combat skills very high without seeing any increase in enemy difficulty.
If you want alchemists and merchants to lose in combat more often than fighters, then you could use for instance:
Enemy level = ( constant1 * playerLevel ) + ( constant2 * playerCombatAbilityLevel )
Or some similar system.
The current method simply sucks. If you're going for a coherent world, don't include level scaling. If you do include scaling (and thus throw coherence out the window), make sure you get good gameplay for everyone as far as possible. Scaling to combat ability would provide an automatically reasonable challenge for all characters. You could tweak that up or down according to a character's other skills, but I don't think it'd be necessary.
It really is not rocket science.
Also, saying something has always been crap in TES isn't much of an excuse. If something has always been crap and is easy to do better, it should be done better.
The levelling system is lame, and scaling to player level is a stupidly blunt and imprecise way to do things (unless player level is directly proportional to combat prowess, which is not usually the case).