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Additionally it is usually not a great idea to have heavy and light armor. Also Heavy is superior in the end. It will be weightless in the end and have 0 speed impact while still haveing more durability and staying for longer at the Armor cap than light).
Also for sneaking quests it was sufficient in the original just to remove the shoes and be barefoot (which was as good as Light armor shoes if not better even if you had otherwise full Heavy Armor on). I expect it to be the same for the remaster.
Also acrobatics and athletics usually level quick enough on themselves and I wouldnt recommend to take them as major skills partially also because that quick leveling could make you in the mid kind of underleveld because both provide to little on their own if it means that you might be lacking kn other aspects.
Alchemy makes a good major skill, because you can control exactly how much you will use it, and it is easy to level. Besides it provides you with easy gold, if you get it to 75+.
I went with conjuration, restoration, sneak, mercantile, armorer, marksman and securitymyself. In consequence I made my levels mostly with sneak, alchemy/mercantile, destruction, mysticism, illusion and heavy armor. I wanted skills as majors that I don't use too often - or which I can use whenever - but in the end I included sneak and mercantile, although I knew that would run counter to slower leveling. When using alchemy, mercantile goes up without trying. I use neither conjuration or restoration (that is what I have alchemy for), but can raise them whenever I would want to level faster. Armorer goes up slow, as do marksman and security. The latter can be boosted with the skeleton key, slowing down leveling, while still no lock can hold you out.
I went with Atronach in part 1 and 2 of the series, when it turned out to be OP. It went downhill since then and I leave it alone in Oblivion. I have used the mage before, since its free mana and no drawbacks. This time round I went with the Thief, which boosts three stats at once. I have not used the 'use a spell power once per day' signs much, which provide little benefit.
Also security is kind of a trash skill once you get the skeleton key and to be honest even before that.
Further mercantile is also kind of mehe, I would focus on skills that give you real benefits in combat and keeep those out of combat secondary skills as minor.
Even acrobatics and athletics are better choices than security and mercantile, especiammy when you use alchemy as gold source you wont really need mercantile.
The spells per day can allow you to create those spells via spell crafting. Also the mundus stone once per day skills are more powerful than the birthsign ones...