jamotide: We do, I spent a lot of time with it as well, but I did use mods to remove most of the level scaling.
Just one more question for the scalers, especially Siannah, why don't you like the scaling in Oblivion? All the arguments you have brought would make Oblivion the perfect game for you guys, yet you have readily accepted the scaling there as "yes it was lazy designed, flawed and bad in Oblivion" or the worst example we should not use because its unfair.
But why? You can explore where you want there. You can do all quests wherever and whenever you want. You never have to fight too strong or too weak enemies. You never "ruin" your game with too strong loot. You are never "overleveled" for the content. Sounds like all you scalers ever wanted.
Scaling is a good thing in my opinion but it has to be properly used and as invisible as possible to the user. The reason to scale is basically to avoid the one zone to the next progression style of an MMO. In a game with no scaling what-so-ever you typically find yourself doing the same quests in the same order, perhaps taking a risk here and there for a chance at reward but largely feeling funneled.
In a game with bad scaling, like Oblivion, nothing ever seems to feel dangerous or pitiful, and the world itself feels more like a video game.
Properly done scaling, which I think Skyrim largely achieves, finds the happy medium between these two extremes. There are dangerous areas of the map with strong enemies for a low-level character, like the hilly regions with sabercats or the giant camps. However you also feel free to explore the world and go in any direction. It's a nice mix of risk and reward with a truly open world. Skyrim kind of signposts the danger by putting it on higher elevations or larger looking dungeons, which makes a lot of sense. Some of the dungeon bosses are truly difficult, even on the normal difficulties, until you level up past the teens.
Everything is about balance and I think scaling is no different.