Psiberzerker, could you play this build without the mod?
Up to about level 10, on Master, but it's perfectly playable up to about 15 on Expert, 20 on Adept, and 25 on Apprentice Difficulty. It doesn't go any higher than that with only Destruction on offense, but you can always use it to build up your Destruction First, while it's still damaging enough for a main Skill, and levels fast enough, then train up more effective skills like Weapons, and Crafting with the Augment Element perks to make them more effective.
In the End Game, Wall of Frost/Flames should still be powerful enough (Don't work with any Augment damage effects I've been able to find) with Bash/Impact to keep them in the AoE. They always do 75DPS for up to 20 seconds for a grand total of 20 seconds, but that's 1500 damage per instance, you can possibly get an enemy in all 3 effects at once, and hose down the entire footprint of Dragons once they're grounded. This makes them the most powerful, and efficient spells in Destruction by a great margin, but only if you can keep the enemy in the effects for the duration. That's what Bash, and Impact are for.
So, the plan is to get Destruction up to 75, which IS powerful enough for Master, and take advantage of the fact that these, as well as Cloaks don't give you Experience. That means I can lock the level, except for using the direct damage spells, with Impact at range, which will seriously retard it's Advancement. from there, I should have a good save for me to experiment with other skills to see which ones work best in order. (Individually, then in combinations to Isolate their effectiveness, and mentally map the gestalt of their synergies.) That's the plan, anyway.
Enchanting: Augment Flames increases the damage on Fire, and Absorb Health effects when you make a new enchantment, on top of Fire Enchanter. For instance, 20 points each of Fire Damage, and Absorb health become 30 with Augment Flames(3), and 35 with Fire Enchanter. (Last time I checked.) 75% More Damage on all weapons with Destruction effects, all 6 Augment, and all 3 Elemental Enchanter Perks. This, of course, works well with Any weapon skills.
Weapons: 1H can be paired with a Shield, or Destruction, but not Impact. These combos allow you to "Juggle" out in each hand, and tune your assault for the fight at hand, mid combat. Out in the open, you can Spell/Sword to bolt, charge, then drop in a shield to Stun, and Slash/burn. If you start with Dual Cast (Either Fireball, or Ice Storm) to Mass Impact, then you can charge, or switch to your Shield Combos to Bash stagger, and conserve Magicka.
Before that, though, I truly believe that Shield/spell is the way to Survive long enough to get your Destruction up to usable level. You can bash until you can Impact at a distance, then when you inevitably run out of Magicka, end the survivors charge in. Block levels slow, especially when used to mostly Bash, so you're going to be wanting to work it from the beginning, with the Warrior just to get Any advancement in it. This means it won't level you past the Destruction Cap too early. And finally, once you do get it up to about level 50, you can get Elemental Protection, which vastly simplifies your Magic Defense.
The Heavy Armor is the last defense, and Enchantment carrier. There's just too many Heavy Armor pieces for this kind of build. 4 Dragon Priest Masks, then 3 more on Solestheim, Ahzidal's Artifacts, then Miraak's boots/ gloves, though this armor rating isn't even counted untill After block, If you don't stagger them before they get an attack off while you're dancing around, and timing their strike animations. I have invested Nothing in Armor so far, unimproved Wolf Boots/Gloves, a Banded Iron Shield (Fine, +1) not even Shield Wall, nor Juggernaut. So far, just Stagger has kept me alive, and Uthgerd Tanking for me.