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No early perk is overpowered. I have over 3500 hours put into Skyrim on Xbox 360. I can assure you that no early perk is overpowered, whatsoever.
All I wanted is for the destruction spells to level with my character. Increasing enchanting to a value higher than it already is is just silly.
But everything else is great!
The Answer: 180 Perks
Also, maybe undo some changes to the magick tree. As it stands now it is geared towards higher levels.
Today, when I added my Apprentice Restoration perk, I realized something. I had been casting Fast Healing, an apprentice level Restoration spell, at 60 magicka per cast. And then, after adding the perk....I was still casting it at 60 magicka per cast.
I played around on the console for a while. It seems that all the other perk trees I'm invested in -- destruction, alteration, and illusion -- aren't causing this problem. Their perks, and the associated spells of that level, are properly reducing casting costs. It seems to be an issue with the Apprentice skill level.
When I remove this mod and try taking the Apprentice Restoration perk, my cast cost drops appropriately. It really does seem to be a problem with this mod specifically, which is not correctly keying the Apprentice Restoration perk.
Step 1: Remove both ranks via the console. You need to use "player.removeperk 00103adb" and "player.removeperk 00103ada" in that order.
Step 1b: Re-enter the skills menu.
Step 2: Type in "player.addperk 00103ada" and if steady eye doesn't work (no slowdown) type in "player.addperk 00103adb" and try it again. This worked for me, but I think this will give you the vanila 1st level perk. Better than nothing I guess.
@Mythophile: the only things this mod affects are the perk trees, it doesn't touch any quests or other characters.
@Owd456: just google the basic commands, and then type "help" and the perk name into the console. Honestly though, it's best to just use this mod when you start a new character.
This mod seems to conflict with the Tending the Flames quest. Specifically Svaknir won't use his magic to disenchant the door. When this mod is disabled the quest continues normally.
For future ideas, maybe include some form of customization for those, rather than Lite or Full?