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Choose as primary the skills you are not gonna use and do not choose movement skills as primary.
Ignore people saying this or that skill is OP, it´s a lie, most likely is what they use with success and that leads them to belive the skill is OP, but all skills can be both OP and useless in this game depending entirely on what level the world is, because that´s how the game is coded.
If you want to play the game somewhat 'normally,' then the most OP build is probably equipment with a cumulative 100% chameleon effect, stealth, and whatever you want to do about damage - I'd recommend either your preferred weapon skill and Alchemy for poisons or Destruction for weakness stacking followed by a big damage spell. You could combine this with a Breton chassis for the easiest total immunity to magic in the game, but if the enemy can't find you to try and fight back then you don't really need immunity to magic anyways. The only offensive skill I'd recommend against is Hand-to-Hand; punching things to death works and you don't need to worry about weapon condition when your weapons are your hands, but you're locking yourself out of damage-scaling through poisons and weapon enchantments, and those make a big difference when trying to beat down late-game enemies with obscenely-large health pools.
Also, regardless of how you want to play the game, i would recommend that you stop increasing your character level no later than level 25 or maybe 30 unless you're running a mod that changes how the world scales - Oblivion's level scaling isn't exactly what I'd call great at any level, but it really starts breaking down once you move beyond character levels in the mid-20s and it's pretty unlikely that you're doing anything that actually relevantly affects your combat strength, because you probably haven't found any significant (or even any) equipment upgrades since about level 20 and by the time you hit level 30 you really ought to have capped your three or four most important combat skills even if all of them are Major skills for which you had no starting bonuses from race or specialization.
But getting 100% chameleon is pretty busted by any standard i hear.
20-30 it´s a good mark to stop leveling up, at 35 enemy magues start to completely break the game and you´ld have to break it yourself with enchantments all over the equipment to stand a chance for harder enemies.
Besides which, the Master-level spells that you can't get enough magicka to cast even with all the Fortify Magicka potions you can drink are probably extravagant wastes of magicka at first level - what are you going to do with Enemies Explode or Blizzard, anyways, cast it on a handful of 15-health basic goblins?
But again, attributes do basically ♥♥♥♥ all in oblivion. Intelligence is the only exception and that's for mages only. Even then, you don't need to cast high Magicka spells to kill the mobs at level 1.
I did the math in another thread. The affect of strength on your damage is so miniscule, that at 20 strength a steel short sword will do 9 damage, at 100 it will do 12 damage. That's meaningless when a daedric shortsword has a 21 base damage.
Basically the lowest level of damage enchantment on a weapon (at 5 damage) is more affect on your damage than going from 20 to 100 strength.
That's how bad attributes were watered down in oblivion and why they justified removing them for Skyrim.
I think Bethesda should find a balance, that to me they have not achieve yet, in which you´re not locked out of leveling like in Skyrim but skill still do matter like they do in Oblivion/Morrowind where novice versus master was a HUGE improvement, but also force some skill level checks like Daggerfall does with certain guilds.
And I understand some people aren´t really that much into creating role playing characters for specific content and want to see and do it all with the same character, but if possible, it should be hard work, and not because enemies scale so you are afraid of reaching a level where you need to start cheating with the broken mechanic of that one (alchemy, athletics, mysticism... in every TES game there´s always a skill you NEED if you intend to level up past certain threashold and it´s always one that sounds as a side though), but because the game demands it. Like maybe the Thieves Guild could lead by quest into becoming full rascals or more of a Robin Hood white glove type of deal, and only if you choose that high moral ground would you be allow to also be the arch-master of the magues guild, otherwise they will I don´t know, cast a spell that displays your soul and they don´t like what they see or something.
Or maybe a legendary system in which once you have reach level 100 with all your main skills the secondaries are all locked at 75 max, and when that happens you get a message to either stay caped like that or allow those skills to reach 100 and your mains to 150, which would be very grindy, but allow both types of desires: reaching a maximun level, or continue to level up with actual results.
Also it´s about time they ditch the difficulty slider. They should give hard numbers of the percentages at which enemies level scale with us and give us options to mingle with it. Like say stablishing a threshold level at which enemies slow down the scaling but not you, for people who want to feel OP after certain level, or those want constant challenge.
This are very simple ideas and some of them may improve the experience of practically every type of player in the community, and it really doubles down on the classic TES motto: Play as you want.