The economy is scewed to you having to grind massive amounts of random trash mobs to afford close to anything of relative use.
Not true*. If you concentrate on loot that is either highly valuable or directly useful to you, you can accummulate wealth relatively quickly. If you only hoard gems, jewelry, rare ingredients, etc. as portable wealth you only convert to gold when needed, you can carry quite a lot of wealth, conversely, if you are picking stuff with significantly less v/w than gold with any intention other than using it up or storing it pretty much immediately or making it a part of your adventuring gear, you're doing it wrong. Collecting scrap is typically a hobo-grade job with hobo-grade payouts.
*) Economy has its problems, but this isn't one of them.
A starting character can actually be bogged down in the weight of their own gold and arrows. No joke I had 50 pounds of gold and arrows at one point. Meaning I couldn't pick anything up and had to drop my arrows, at which point skyrim's buggy physics took over, and caused the arrow to bounce for some reason killing my character instantly. Because physics.
This sort of thing only happened once to me, in unmodded and unpatched game.
Gold weight is a good incentive to spend, which makes it harder to accumulate over 9000 bazillion GP as it is common in cRPGs, which is pretty fucking good idea as murderhobo phase of any RPG tends to be the most interesting one.
As for ammo - yeah, it weighs. Don't carry it around by wheelbarrows.
Oh look a game where you can feasibly master everything given enough time. Let's make it too where only mono/pure builds work in any respectable degree.
You're saying? My main character is a battlemage. Hybrids are perfectly viable in Requiem, in fact they may be OP compared to more focused builds because they lack crippling weaknesses.
Oh look, you're expected too fight through hordes of human NPC's, hardened soldiers or rebels, in the tutorial, only they kill you in one hit, often an animated one, that you have no control over.
And they often die in one hit too.
Animated finisher problem has been reqtified recently, there is a slider only allowing them to be performed (by you and NPCs) on targets below certain health threshold, 25% by default.
Leading to your basically cowering behind NPC allies the entire sequence. This basically sets the stage for requiem. It's utterly hostile to solo play. "Git good" in the mind of Draq, seems to be cower behind as an immortal NPC tanks the way through the enemies. This may skew his perception of the actual gameplay just a smidge.
NPCs, even immortal ones, get downed awfully easily, at which point they are worse than useless, because they just get in the way crawling about.
You need to lend a hand as well for them to be any help.
10 hours of running around the wilderness, abusing quick saves or installing a mod that saves for you every 5 minutes, and killing wolves and maybe stray bandits you abused the clumsy stealth mechanics of the original game to glitch out of their bases and away from their allies.
You pray you don't get random events that spawn enemies like Sabretooths, or bears on you, because well, it's basically impossible for you to beat them early on. But gloriously after 10 hours, you'll be around level 7. And able to take on a bandit base with the perks you have, which are mostly boring if you are going for melee, Oh joy, to become a competent sword and board heavy fighter, I have 9 INITIAL perks I have to buy. That just make it so that I can block or use heavy armor or a sword effectively without getting staggered.
That's 3 perks you get from the moment you start Helgen.
You should be able to take on a small bunch of bandits (2-3) right when you leave Helgen, although probably not without using up some resources and certainly not without a lot of movement. Same applies to low-level draugr as they are dumb and slow. If you can't, you need to git gud.
Sabercats and bears - they do exactly what you could expect them to if you weren't conditioned to see every beast as trashmob.
They aren't hard to kill but if you're alone and underestimate them, you'll likely die, even as high level character with good gear.
Being sat on by a bear that tries to chew your face off significantly limits your tactical options, even if you're well enough armoured to survive such treatment for a while.
And maybe even have enough cash to dick around and get some real equipment rather than the shit you've harvested off of NPCS.
Real equipment is whatever broadens your tactical options. If it doesn't it's probably a waste of money. Early on you should focus on getting a horse (fast movement and ability to carry a lot of load), a house and a follower (unless the latter really cramps your style).
Leading to another problem of requiems. No one, has, any good shit, that they sell. And if they do, it's so obscenely expensive, that you'd basically weight yourself to a singularity if you were logically carrying the gold for it. What's that, you've got 3000 gold pieces in your pack. That's 30 pounds/wg of GOLD FUCKING COINS. And that'll get you, a plain, unenchanted orcish longsword, or maybe an enchanted iron long sword, if you can find one, maybe a plain dwarven one in markarth.
Ok, here you've hit one of Requiem's actual problems. Everything costs too much. If nearly all prices (save for gold, silver, better gems, jewelry, advanced magic and top level gear/artifacts) were reduced 10x, along with the abundance of gold and valuables, the economy would still work the same, but with less hassle and less stupid amounts of money changing hands.
I've already suggested this to the authors, BTW.
Have fun, you'll either be walking or paying 1.5 pound/wg chunks to fast travel between the cities. Next you have to deal with this problem, if you are a wizard spell tomes, cost around 500-1000 gold each for beginners spells, or 10 POUNDS/wg of gold. Enjoy. Leading too you likely just using that ebony dagger you found in the fucking TUTORIAL DUNGEON, to be your only "good" weapon. What's that, Requiem is a mod that increases choices, and consequences, role playing overhaul where you have to work to do what you want.
"Good" weapon isn't all that essential in Requiem. Selling that ebony dagger is probably a better investment than keeping it, and if you're a caster there are few better ways to spend gold than spellbooks. They open up tactical options and help train your skills. Unless you're a melee assassin type or at least a dedicated 1h guy, keeping this dagger is a folly, even if the sum seems paltry. It's not Daggerfall (even though the dagger is definitely a tribute to it). Ebony dagger is still just a dagger, even though a very good one. It doesn't do tons of damage, doesn't home on enemies and isn't the only way to hit half of the bestiary early on.
If faced with a troll you'd probably prefer an ordinary iron one but with fire enchantment or a decent steel one plus a torch (granted, a torch is easy to come by without spending any gold).
Oh and don't even try to do quests yet, Draugr will fuck your brains out, sometimes literally if you have sexlab defeat installed. So will bandits. So will pretty much anything with an actual weapon. So stick to trying to fight rats, dogs, maybe the occasional mudcrab.
Don't tank with your face.
Generally you should do your best to never let an unblocked hit through. Heavy armor gives you some safety margin, but a power attack with a heavy 2h weapon or executed by powerful enemy (such as vampire) may still be all that it takes.
And if you have trouble avoiding getting hit even by a lone draugr, then maybe gaming isn't for you.
Also, 3DNPCs is a wonderful complement for Requiem, as it adds tons of interesting, mostly relatively low-level content.
Installed Sands of Time, longest name in the modding business.
Installed Enai's ordinator perks, and wildcat combat mods.
Installed SoT hardcore encumbrance.
Installed Morrowloot and scarcity x 4(for the Semi-random events).
Installed INeed and Imperious.
Installed 3dNPC, and Trade and Bartar.
And with that roughly 10 mods, accomplished an overhaul that basically did everything Requiem attempts to fucking do. And does it better.
Not bad, but it doesn't do it better.
Requiem does a lot work diversifying enemies, skills and so on, without sprinkling everything with fabulous, nonsensical perks.
Heavy armor plays completely different from light. Enemies have their own, logical, strengths and weaknesses - for example draugr are pretty much immune to normal arrows, trolls regenerate awfully fast, big animals can knock you down easily, giant spiders sport nasty bite and even nastier poison, etc.
Requiem's main limitation but also main advantage is that it isn't a collection of disjoint mods.
And it is ONE mod.
And some of your disjoint mods play nicely with Requiem, say, MWL or 3DNPCs (although MWL really needs an artifact only edition and more gating).
OTOH locational damage mods just didn't seem to work well in Skyrim last time I checked, I also remember trying SoT at some point.
Ordinator perks give lots of passive bonuses but are still better than Requiem by default, because where requiems core assumption is you suck at a skill until you get perks in it. Ordinator assumes at least that you don't suck, not that you are particularly good, or even decent.
The thing is Requiem gives you perks right off the boat.