I definitely agree on that issue. They should have implemented some kind of penalty for using over a certain number of stimpacks at one time. For instance, causing you to take damage later on due to some kind of overdose effect.
Either that or make using a stimpack take a few seconds of real time like it realistically should. Similar to the way you actually have to drink the healing potions in Gothic.
Yep, or like the toxicity effect of potions in The Witcher.
Regarding the leveling, I actually like the idea of introducing stronger foes at higher levels, like what happened in Morrowind. I felt Bethesdha was just lazy to do this in Oblivion, hence their weird reasoning behind their enemy leveling.
But I agree with the suggestion that part of the the problem, at the very least, would have been adressed if leveling took place either: 1) less frequently, and/or 2) in smaller increments.
I do, however, in an RPG like the feel of that I am weak in the beginning (that is after all, the whole point of leveling, isn't it?), and therefore I like that at the beginning a dog/rat /mole can kill me and a mutant is just something to run from; while at my full leveling potential a supermutant would be what a mole once was; -
but I don't just want to be able to kill a supermutant more easily, I want to see my new-found abilities also demonstrated in an ability to kill newer, even stronger foes.. - and just making a mob out of the same-old enemies, is IMO being lazy to create new, interesting foes, and detracts from the richness of the experience.
So talking re Bethesda games especially, and RPG's in general, I say
to enemy leveling (what is the point in leveling yourself, then?) a la Oblivion, and too much reliance on mobs, and
to newer, stronger, more interesting foes.