could you post your entire mod list? I'm curious on what you use.
Umm, but what for?
There is a lot of cosmetic shit (like stuff for proper beastfolk feet anatomy* or fix for dragonbone helm mesh) and minor fixes there and I don't know where skyrim stores its .inis (damn post XP mess, trying to rip off Linux but unable to do it consistently), so I'd have to type it the hard way.
Overall I'd recommend Duel and Requiem (in this order, can't guarantee full compatibility), followed by Morrowloot and Locational Damage.
*) no porn mods or body replacers - sorry, the originals are mostly adequate for my purposes.
Are you able to estimate how will the Requiem work with stuff like mod-added enemies/spells/weapons and armor or Dragonborn DLC content(I assume the author changed a lot manually)?
Not really, though it seems to work mostly on character end.
Weapon damage is approximately quaded, armour is upped and damage reduction cap increased to well over 90% (you will need it to survive, don't worry).
Light armour is unconditionally inferior, but can be used without perks, has much less maluses and weighs less. Light armour perks concentrate around increased mobility and attack rate, they also work when unarmoured. Most light armour except for high-end stuff (like elven or dragonscale) is pathetic against ranged attacks.
Heavy armour offers superb protection and good protection against missile weapons starting from basic iron, but without the right perks you can't really use it, as it drains your stamina constantly, and gives horrendous casting malus, sneak malus and so on.
Ranged weapons are the king, but without the right perks they are weak against heavy armours. Poor skill also drastically reduces their effective range.
Carry limit is drastically reduced.
There is no health regen. Not even when resting. You need potions, or spells. There is weak sort of healing provision that can be crafted by basically everyone, but acts slowly and is disabled in combat, so pretty much the only way to use it is applying before resting.
Some enemies have unique resistances or weaknesses, for example draugr are pretty much immune to arrows.
Virtually all projectiles move at double speed.
There is no tanking, getting hit will generally kill you. You need to block, bash and move out of the way of attacks waiting for opening. It's a bit formulaic, but makes combat tense and superior numbers overwhelming.
Spell library is expanded with some high level stuff being terribly powerful (then again, normal weapons actually kill people with this mod).
Container and door bashing has been added, but it's difficult stat check and doesn't work for high level locks and containers/doors made entirely of metal.
Lockpicking requires perks for minigame to have chance to succeed, pickpocket requires perks to have realistic chance of success.
Weapon perks are diversified, blunt weapons concentrate on defeating armour, while swords on increasing attack rate.
Enemy archers are lethal, casters incredibly so.
Ammo has weight.
Attacks against sleeping targets are effectively autokills.
Ranged attacks don't get sneak attack bonus unless you're either close or skilled enough for precise shot.
Gold has weight, so you can't accumulate small fortune and run with it, gems are better as portable wealth, but the game sadly lacks barter system, so you will have to exchange them for gold at a loss to make use of them.
Prices are horribly inflated, but the author currently CBA to devalue everything.
Now, the rest is a bit of a conflation of Duel with requiem, but:
-the enemies use cover when shot at.
-the enemies may try to obtain more useful weapon for given situation, for example if you snipe enemy archer, another enemy may try to grab their bow and return fire.
-enemy alerts don't time out nearly as fast and enemies are better at searching for you and preparing for further expected attacks (via positioning).
Or give an example how does that "tactical" gameplay look, say, with your build and character
I have played with several different characters. For example let's say you assault bandit camp - it has some archers, a hedge wizard able to cast fireball, and some light and heavy melee dudes.
Now, you can try climbing the nearby rock and sniping them, but the remaining attackers will shoot back and likely kill you (especially caster with AoE fireballs that may still get you if you dive for cover). If it's night and you are skilled in sneaking you can avoid getting pinpointed, but the enemies will probably send a search party, so you'd best relocate.
In any case, prioritize targets.
If you can summon, you may try drawing their attention with summons and then sniping.
Or you can try approaching from lover position and sniping around cover, but that will give you limited line of sight as tradeoff for not every enemy being able to snipe you or blow you up with fireballs.
You can try storming but it will generally get you killed.
A way to storm and not die may be summoning extra targets - familiar is good as spectral wolf is both fast and low target meaning that it will likely reach the archers and prove more interesting than you.
Or you can wear heavy armour if you can do so without getting winded. Heavy armour plus shield can be effective assuming you can count on arrows hitting the shield. Archers are weak in melee, as you can destroy their bows with melee attacks - assuming you can get the swing in before they shoot you point blank.