Again, weird, you are making a TON of incorrect assumptions, and the same ones we already made. It just doesn't work that way. Sorry.
You are misunderstanding; I am trying to draw an analogy, using specific exploits.
the analogy free version:
A constant effect shock damage of 10pt/sec on a common ring will kill NPCs and players in just a few seconds when worn. That would be equiv to several hundred volts at about 1 ampere. Enough to stop your heart cold in very short order, and enough to run a small electric scooter. A 100W supply (V*A==W) that weighs only a few grams, and can supply for an unlimited time is a very radical thing in my hands. For reference, a cattle prod runs on +5v, 2000mAh batteries. A stungun runs on a 9v consumer battery. If nothing else, I could make a stunlance of brutal heart stopping with such a thing, that literally blows chunks of skin off on contact. Unlimited charges.
If you allow more than 1 such enchantment per construction, a 10pt fire damage enchantment, and a 10pt frost damge enchantment can be directly integrated onto a sterling engine filled with say, water vapor. In terms of effective energy supplied, 1joule of energy is the amount needed to raise 1 gram of water 1 degree celcius. 10pt fire damage will burn and blister instantly, and crispify a normal npc in about 30 seconds tops. That is many thousands of joules of thermal energy. Likewise, frost damage of the same rating is enough to cause frostbite instantly, and freeze the body solid in the same 30 sec tops window. Combined on either side of a sterline engine, you would have the effective energy transfer from the thermal expansion and contraction of the working fluid on par with a really nice gasoline engine. Say hello to the magic hotrod. Why fight the ash zombies, when you can just feed them a bumper sandwich, or engage the mechanical whirly chopping system on the car?
You could limit me by restricting my access to constant effect enchantments, but even the "on use" enchantments kickin around vvardenfel island would be radically OP in my hands. That's not counting the dangerous potential I would have just from my working practical knowledge with chemistry and explosives, even with the "heavy labware, dedicated installations" restrictions.
Limiting my ability to work by restricting my time and restricting cashflow would probably work better, but materials would have to be considerably rarer than depicted in game. I used to set myself "personal challenges" when playing, such as "make money only from picking useless ingredients and selling in bulk", and it still didn't work. Walking from seyda neen to balmora, you realisticaly can pick 100 heather flowers on the way. I know. The GM would have to really crank down, and really think about how he wants to deal with oddjobs and money to effectively cut me down that way, and the same restrictions would apply to everyone else.
Then, you would have the story arc problems that somebody like me would present. Animunculi, chemical explosive packs, advanced metalurgical knowledge, and the other not so normal things in my head would be even more out of place in the setting portrayed, and would attract attention. I could very well make use of said CE shock core to drive an aluminium foundry, or just introduce the empire to volcanic ash concrete (the ingredients are EVERYWHERE. Plenty of limestone around the odai plateau, and more than enough ash in sheogorad region.). Either one would land me a permanent, well paying job.
I tend to be very free with information, and would in all likelyhood, end up locked away in the equivalent of a skunkworks, or get abducted by the Telvanni, (or assasinated by the temple.)
Polymathy is not a common character trait, but I have it in spades. It is simply who I am. I really do wish that was just idle boasting, but it isn't. Trust me, I know how anomalous I am here in a technologically advanced society. In a medieval one, I would be a space alien. I am too OP.