This is autistic pedantry but Scamps don't scale to the player's level, only their spawns. What actually levels up alongside the player are:
NPCs such as Bandits, Conjurers, Marauders etc. (this includes Dremora Markynaz and Valkynaz)
Ogres and Minotaur Lords
Goblin Shaman and Goblin Warlords
Nether Liches, Gloom Wraiths and Liches
Xivilai
That's the comprehensive list of creatures whose HP and damage scales based on player level. Minotaur Lords for instance have a HP stat of 22*Lvl, so at Level 30 they would have 660 HP. Their damage follows the formula of 24+(lvl/2) pts melee, so at Level 30 they would be doing 39 points of melee damage if unarmed, and I believe that armed variants have the base damage of their Warhammer added to the attack, which also applies to other armed creatures like Xivilai, Goblin Warlords and Gloom Wraiths. Scaling NPC damage and HP is based off their attributes and skills, exactly like the player, so they're all just set to auto-adjust in the CS as they level up, so how tough they are depends on what level they're set to. Regular bandits are always 1-3 levels lower than the player, while boss bandits are one level higher. The level offsets aren't really consistent though, even among NPCs of the same type. Vampire Patriarchs with the class of Assassin, for instance, will always be 2 levels higher than the player, while those with the Sorcerer or Crusader class will be the same level as the player.
The big problem with the scaling, apart from creature types disappearing, is that it isn't a smooth difficulty curve. Regular Skeletons have 20 HP, and are the only type of Skeleton you encounter until Level 8, when Skeleton Guardians with 170 HP start spawning. That's a huge jump in the amount of damage the player needs to deal out, and only optimized characters who are seeking out the best loot and enchanting it properly can really keep up. Then, four levels later, Skeleton Heroes start spawning and they have 280 HP. To put it in perspective, a basic Iron Longsword that you might use on those regular Skeletons has a base damage of 10. With 40 STR and 30 Blade, you'll be doing about 3 damage which means it will die in 7 hits when you first start meeting them. Now let's imagine the sort of character who meets that Skeleton Guardian for the first time. Suppose they have something like 61 STR (averaging a x3 bonus to STR for their seven level-ups) and 58 Blade (averaging 4 level ups to Blade per character level), and have just got their hands on a shiny new, Dwarven Longsword with a base damage of 16. They'll be doing 9 damage, which means the Skeleton dies in 19 hits. Their reward for levelling up is encountering a new enemy type that takes three times as long to kill as enemies did at Level 1.
NPCs such as Bandits, Conjurers, Marauders etc. (this includes Dremora Markynaz and Valkynaz)
Ogres and Minotaur Lords
Goblin Shaman and Goblin Warlords
Nether Liches, Gloom Wraiths and Liches
Xivilai
That's the comprehensive list of creatures whose HP and damage scales based on player level. Minotaur Lords for instance have a HP stat of 22*Lvl, so at Level 30 they would have 660 HP. Their damage follows the formula of 24+(lvl/2) pts melee, so at Level 30 they would be doing 39 points of melee damage if unarmed, and I believe that armed variants have the base damage of their Warhammer added to the attack, which also applies to other armed creatures like Xivilai, Goblin Warlords and Gloom Wraiths. Scaling NPC damage and HP is based off their attributes and skills, exactly like the player, so they're all just set to auto-adjust in the CS as they level up, so how tough they are depends on what level they're set to. Regular bandits are always 1-3 levels lower than the player, while boss bandits are one level higher. The level offsets aren't really consistent though, even among NPCs of the same type. Vampire Patriarchs with the class of Assassin, for instance, will always be 2 levels higher than the player, while those with the Sorcerer or Crusader class will be the same level as the player.
The big problem with the scaling, apart from creature types disappearing, is that it isn't a smooth difficulty curve. Regular Skeletons have 20 HP, and are the only type of Skeleton you encounter until Level 8, when Skeleton Guardians with 170 HP start spawning. That's a huge jump in the amount of damage the player needs to deal out, and only optimized characters who are seeking out the best loot and enchanting it properly can really keep up. Then, four levels later, Skeleton Heroes start spawning and they have 280 HP. To put it in perspective, a basic Iron Longsword that you might use on those regular Skeletons has a base damage of 10. With 40 STR and 30 Blade, you'll be doing about 3 damage which means it will die in 7 hits when you first start meeting them. Now let's imagine the sort of character who meets that Skeleton Guardian for the first time. Suppose they have something like 61 STR (averaging a x3 bonus to STR for their seven level-ups) and 58 Blade (averaging 4 level ups to Blade per character level), and have just got their hands on a shiny new, Dwarven Longsword with a base damage of 16. They'll be doing 9 damage, which means the Skeleton dies in 19 hits. Their reward for levelling up is encountering a new enemy type that takes three times as long to kill as enemies did at Level 1.