So i'd been messing with skyrim redone and finally found a configuration that really brings the mod out. So I thought i'd go through what I learned of the mod and how to really enjoy it well.
The first thing to note is that, you need to either use the uncapper or have a dragon souls to perks mod to make any kind of effective character that is enjoyable. How many extra perks is up to you but Skyre has a very nasty habit of dramatically increasing the number of perks every skill in the game uses. Smithing/enchanting/alchemy all see a dramatic increase, with smithing requiring DOUBLE the perks and enchanting about the same. Destruction magic also see's an immense increase in perks, easily taking over 20 for just one type of damage. So you need a perk to increase the number of perks available or you'll end up in a very painful grind to do anything beyond a very, very limited build(and I mean far over limited).
Secondly, get deadly dragons. The weapon damage skyrim redone is dramatically increased in general(destruction magic also see a sharp increase in damage relatively quickly). This means even high end dragons will get slaughtered in seconds by the town guards. Deadly dragons can increase the armor and health of the dragons, as well as make them just far more entertaining to fight. Otherwise dragons will quickly become total pushovers later as they get pelted to death by 100+ damage crossbow bolts.
Thirdly, install dance of death and enable to "player killmove immunity" option. Even normal skyrim gives the npc's a hardcore cheat in that they can initiate kill moves on you far easier than you can, but skyrim redone increases the damage so much that even if you have an especially high armor rating they can litterally initiate a kill move on you while you have over 350+ health with low-end weapons and they'd only take 20% of your health off. So download the mod and turn it off to save yourself an annoying "haha you automatically die" moment of plain cheapness.
Lastly, even before installing skyre, make sure you have the unofficial patch and then also get the skyrim redone unofficial patch installed after you have installed skyrim redone. Then use the reproccer to ensure the extra weapons are given their correct damage modifiers. Otherwise you'll see very silly things like longbows doing almost no damage compared to shortbows, and other exotic weapons being far out damaged by broadswords/greatswords.
So having configured the above, lets get to playing the mod. Like normal skyrim, it supports the same combat/stealth/magic we are used to. But it gives us so many different weapon types, and enemies look for us much longer if we decide to try and snipe them. Magic has the same problems as before but now we cannot reduce the cost of spells enough so magic needs alchemy far more. yet they are viable.
Sword shield or two handed
At first glance, light weaponry seems very underpowered or even "gimp" in the skill tree. The armsman perk now only gives 10% damage per rank compared to two handed giving a staggering 20%. But remember that one handed weapons have a much higher base damage, and in fact two handers without perks are only doing slightly more damage per hit. Timed blocking likewise greatly reduces the damage taken, and is thus far more important.
Ranged weapons also see a significant change. Bows are now divided into "shortbows" and "longbows". Crossbows also get no damage increase from perks, but have their own tricks. Firstly shortbows, are THE weapon of choice for an archer who does not want to use a melee weapon. Shortbows fire very fast, do almost as much damage as longbows much of the time, let you move fast with them and with skill WILL outdamage crossbows in terms of raw damage. Before you discount longbows and crossbows however, longbows are made for sniping. They have a very slow draw speed, but if you hit from very long range they will do more damage per shot then a shortbow in those circumstances. But they are very, very weak when enemies are rushing at you and can get to you.
Crossbows out-damage both weapons early on, but do not inflict as much later on though, so why use them? The answer is in the weapon description, they pierce armor. Enemies in skyrim redone can get very high armor, so much so that longbows and shortbows end up doing almost 0 damage to bandit chiefs. Crossbows however, can punch through that and inflict their full damage. Crossbows are also solid at long range, not quite as devastating as longbows, but on the other hand, you can make far stronger bolts and crossbows than you can bows. Simply put, crossbows can receive specialized enhancements, and crossbow bolts have more "enhancements" then arrows plus can be upgraded.
Wait wait wait, enhancements did you say? Yes, arrows and bolts can be "enhanced" with some perks to do things like explode and knock people off their feet, make them bleed or even attach ropes(something I do need to try sometime). Unenhanced crossbow bolts can be "upgraded" to be strong or stronger bolts at the expense of some metal, and the appropriate perk in archery. However, exploding arrows still do not pierce armor very well, so you will need to get creative if your not using a crossbow on a bandit chief(such as using a hammer or magic).
Lastly, destruction magic becomes far more damaging, but requires some knowledge of the game and how to get the resources to make sufficient amount of magicka potions. Like in skyrim, it's easy to run out of enough magicka potions to be able to do anything and end up in a mobility kill. Skyrim redone however removes the ability to make enchantments that reduce destruction and restoration spell costs, instead favoring +damage enchantments. So this changes the strategy of "get to 100 enchanting before running out of magicka potions" to "lets figure out how to have a supply of magicka potions coming in."
When it comes to armor, light and heavy armor
Armor is also changed significantly. Heavy armor provides far better protection overall than light armor, but will actually slow you down by about 16-20%. Crossbows and maces/warhammers will be somewhat problematic, be warned, so you'll need to be extra careful against them. Light armor has far less armor(in fact, you cannot max armor with light armor unless you have a shield) than in vanilla in comparison to heavy. Heavy armor also provides 2 points of flat damage reduction that applies after armor in skyrim redone, to further make you more tank like. Light armor perks allow more stamina regen as before, but the perks themselves do not scale up fast.
Armor now goes up to 900, with 1% damage mitigation for every 10 armor you have. Heavy armor CAN get up to max protection AND provide more mitigation layers, but light armor allows for more offense and mobility, in fact if you can 'somehow' get up to 120 light armor skill you can even double the effect of armor secondary effects granted from smithing.
Stealth is changed, but not entirely ruined, overall, thanks to the sharp increase in damage weapons do. But the strategy isn't to much different. Snipe enemies from a distance with crossbows/shortbows/longbows, and make sure you invest extra in the skill; enemies hear you more easily. But overall I found it impractical to bother backstabs anymore, instead sniping is the one and only way to use stealth effectively, unless you get max silent foot, max sneak and maybe vampirism then you can effectively get in close to backstab. Destruction gets sneak attack bonuses, making it far more effective.
Next part, tactics implementing these play styles.