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Therefore to exceed that you probably need either mod that makes Enchantments cheaper (no idea if this exists) or one that makes more "soul energy" available to Grand & Black soul gems and Enchantments.
I have some mods (not currently installed) that let you combine multiple smaller souls to fill a larger gem (or Azura's Star), and add additional enchantments & energy to a enchanted item respectively.
A quick look at the latter's nexus page[www.nexusmods.com] suggests it might allow you to overpowered weapon enchaments, but my recollection is this works more by adding additional instances of an enchanted effect together, rather than letting you make a more powerful effect from the start.
i.e. you'd use 2 Grand Souls for 2 identical 2600 point Fire Damage [However much] for 1s enchantments, & the weapon would then have 1 enchantment with [twice what "however much" was] for 1s, & 5600 energy to power it, if you didn't want to have to recharge it after every strike, you'd then keep adding enchantments of a lower/minimum magnitude so that the cost of the strike didn't go up much, but each additional grand soul still added 2600pts to weapons charge [or just stack up a bunch of low magnitude enchantments until you reach the desired damage target & take advantage of all the extra charges you had].
My recollection is that if you want to add extra charge energy to a weapon you do need to add an effect each time even if it's just a minimum magnitude version fo the existing enchantment.
I consoled those onto the Legion patrolling the roads for when they encountered Bandits.
Also consoled them onto City guards who joined me in Bruma to fight there.
Put that same combo on a Staff or in a Spell and you can send smaller enemies sailing over the mountains. For a ranged spell, you just have to hit the ground next to them.