I would go for 75 destruction to unlock the Expert spells if that's going to be the main method of combat. MAYBE 100 Smithing, too; it's one of the best skills regardless of build although having a mage with 100 smithing might break some roleplaying. You can also improve Dragon armor to be better than Daedric at Legendary. I'm not sure what the armor rating changes would be, though, if it was at the expense of Heavy Armor... I just like having a lot of armor options, so it's a personal taste. 90 Smithing would be better for most people. If you just have one pair of rings for fortify conjuration, I would summon two atronachs and then have the fortify regeneration/destruction on 99% of the time (the exception being when a summon dies in combat since it's permanent otherwise). Enchantment Changes Hands: Fortify Carry Weight instead of Magicka. Feet: Fortify Carry Weight instead of the Resists (not a fan of the usefulness of these). Perk Changes [*]Eliminate Conjuration Dual-casting. Master Conjuration renders time pointless as effects are permanent with Dead Thrall. Dark Souls/Necromancy can be eliminated for similar reasons. There's some Restoration Perk that allows you to get higher level dead thrall summons that is a better alternative imo. Necromage? Don't remember the name. [*]The "augmented" destruction perks are optional. I would consider only putting the perks in one of the pathways if any, but it all depends how many points are left over. [*]All of the Restoration pers from adept ->Expert are unnecessary since you'll have -100% cost most of the time. Instead go for the Necromage and optionally recovery (1) for avoid death if enough perks are left.