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It which case, heavy armor with all the perk enchantments would be ideal.
Spellswords are nearly impossible to balance, and at best the contribution from spell casting is fairly negligible. It isn't uncommon for your sword to do many times the damage of your spells, and at a fraction of the cost. You really need to fight this trend every step of the way, and even then it probably isn't worth the effort. I mean enchanting every item, drinking the right potions, and so forth. Usually to just end up prolonging battles needlessly. Melee in this game is just that overpowered, and higher level enemies only tend to make the problem worse.
Anyway you need the heavier armor to soak up the added damage you are going to take in order to be able to get some variety in your diet. Otherwise you are going to need to go for the sure kill over a far more harrowing battle. It is actually kind of sad when you think about it. Overall as far as this game is concerned the magic is half baked, and not all that rewarding.
While I would agree with you when it comes to Destruction or Illusion spells, Conjuration is a good school to use as a Spellsword. Especially as a Breton since you start the game with Conjure Familiar and get a bonus to your Conjuration skill. Once you get into being able to summon higher level creatures, having that extra body in a battle can really come in handy.
Or, if you skill up Smithing, you could ignore heavy Armor entirely because you can hit the armor cap with most improved Light Armors (without Enchantment/Alchemy looping). Either works; I tend to stick with Heavy for the looks, but I like Light a lot for the mobility. It depends on what I want my character to look like, because the stats don't matter a whole lot unless you're skipping Smithing.
Spellwise, I would probably use Destruction as a ranged attack (instead of Archery) for dragons or sniping Bandits/soldiers on keep walls, but otherwise it will likely do far less damage than your weapon ever will. Illusion can be useful for some crowd control, but will trail off at higher levels without dual casting. Conjuration is always good, both for the summons and for the Bound weapons (useful until you can temper a high level weapon). Alteration is always useful for the extra defense (especially without Smithing), Paralyze, the perks, and occasionally the other utility (Water Breathing, Detect Life, etc.) Resto is also always useful to heal yourself at the least, and can be good for crowd control vs Undead if it's not faster to just melee them down.
If you just want to use SOME magic, and not have it be as big of a focus, you could do a classic "D&D cleric" or "paladin" type build: Heavy Armor, One Handed, Block, Restoration, Alteration would be the main skills. I'd use a shield mostly and use spells to support instead of being a major part of combat with that build. Even as a full blown Spellsword, I'd probably be more like 2/3 warrior and 1/3 mage, not a 50/50 split.
For a spellsword right from the start I use Dunmer.
Yeah, but sometimes it's nice to have a basic "layout" of what skills you want to focus on. I tend to limit myself to certain skills instead of being a god and maxing out all 18 skills on every character. It feels more realistic to me to play a Warrior who never uses Thief skills (except Speech because of the automatic use and maybe Lockpicking). Same with a pure Mage never using any Warrior skills. I usually try and pick 6 or 7 fitting skills to heavily perk up, and then maybe 2-3 more that I'll skill up a little (Lockpicking usually fits here) and maybe drop a perk or two into only. I'm pretty sure that's what the OP is asking about, what type of build to use and not necessarily picking a set class.
Then choose a Breton as well. As I mentioned, they get a good bonus on their Conjuration skill plus they start out with Conjure Familiar, so they're the perfect race for that kind of character all around.
(Armor, sword in main spell on other, maybe a bow sometimes)