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Well I don't know who you're talking to, because I didn't ask about compatibility.
I figured as much
Well you're asking about LE mods on the SE boards, so that question was implied. You can't run any of those overhauls on SE. If you're asking about LE, logic would dictate that you should ask on the LE boards.
Regarding the overhauls in general, I wouldn't bother with any of them and would instead piecemeal together my own set of mods. That way you don't have to fight with compatibility patches (as much) for anything extra you want to add.
If you're asking for Legendary, go with Requiem. It's awesome and it's still pretty actively supported (SkyRe was replaced by PerMa a long time ago and most mods no longer provide patches for it, PerMa is now also unsupported as t3nd0 has retired from modding, and it never really caught on in quite the same way as SkyRe did, so a fair few mods that need patches to work properly with it, don't have them as there's less demand.) It also has an active subreddit which is pretty friendly provided people follow the sub rules, don't ask really basic questions they could have googled, and all the usual etiquette of forums.
Also, well, it's just *awesome*. Played on its default settings it will make you appreciate every advance in skill your character makes, because they will be a scared little baby at the start, as they should be. Vampires will be the stuff of nightmares until quite late game (unless you powergame and cheese your way to an easy win, in which case, meh, why bother?) Even draugr will be too much for you for quite a while - forget the vanilla 'pacing' of the main quest, your character will likely smile and nod politely when asked to go to Bleak Falls Barrow and then run for the hills. Except the hills are full of bandits and death.
Think Enai might be better for me since it is more customizable by the sounds of it. If a quest mod is well balanced and designed for the unmodded skyrim would it also be true for enai skyrim or requiem skyrim? From what I've experienced while modding other games making these overhauls work correctly with other mods adding combat or items is a matter of giving the the overhauls priority in the load order. Is it as easy as that in skyrim, or do I need to learn how to patch?
For EnaiSiaion's mods... I'm not sure. I *think* with Smilodon/Wildcat that would apply to any vanilla enemy types (normal NPC races, draugr etc) even in other places, I'm not sure about completely new enemy types (e.g. if a mod adds, IDK, Dwemer (people not machines) or 'zombies' or something). I imagine the mod page would say so. Overall though I think his stuff (except Wildcat/Smilodon) doesn't directly affect combat in the same way the bigger overhauls (esp Requiem) do, except that the enchantment mod will, I believe, apply its enchantments to at least vanilla weapons and possibly mod-added weapons, and those will be in the levelled lists, which is to say - enemies might have interesting new enchantments to use on you.
So, basically, I'm not sure, but you'll probably notice less issues with quest mods, new lands, and so on as his mods are mostly built for maximum compatibility without need for patches.
I recommend Populated Skyrim Hell Edition if you want aditional challenge as it changes the entire dynamic of the game when there's 20 bandits where there used to be 6. You really have to play tactically, use chokepoints and consider getting a decent follower to survive that even with various overhauls. This also actually makes use of the heap of utility and CC spells from mod spell packs that are rather useless in vanilla since there's no need for heavy CC when you're fighting at most 2-3 enemies at any given time.
As for magic I heavily recommend Path of Sorcery along with Wearable Spell Tomes instead of Ordinator. Also, from my experience Apocalypse spell pack is still too weak in vanilla unless you use some kind of magic scaling overhaul along with it.
All in all overhaul mod balance is rather subjective thing that you have to experiment with yourself. I like to keep to vanilla as much as possible in both equipment and skills while some people prefer complete and total retooling of vanilla systems.
I like to fight hordes of enemies with devastating spells but that won't be everyone's cup of tea. More customization is better either way though imho.
If you *do* want the odd extra perk, I'm using a pretty nice mod (SSE only, I believe) that somewhat increases the money you receive for bounties and gives you a perk point (IIRC it's two for dragon and maybe giant bounties) when you collect your reward - if you do a lot of bounties this will be super unbalanced, but if you wanted, you could combine it with the Notice Board for more bounties that simply give cash, no perk points. That's how I have mine set up - if I want something to do or to make some money, I'll check out the nearest notice board, if I feel the need for an extra perk point, I'll go and have a chat with an innkeeper. Either way, I have to work for my extra points :)
All of this allows you to specialize in certain roles/styles within each tree, and combine some to make a class type for yourself. You can make an offensive Crusader/Cleric with heavy Restoration, but with a different set of perks you can make a disease based spell caster (Shaman, Necromancer?) while still having Restoration as a Major Skill (to steal the terminology of past TES games).
The whole point of Ordinator is you can make very different builds even using the same skill trees (particularly true for mages, I guess, and archers.)