So, I've been thinking about previous games where level-scaling has been used to keep the difficulty of the story in balance, and one thing that I've noticed is that there is a tendency for some players to try to gain as little experience as possible to not advance in levels so as to keep the game fairly low-level (and easy). At that point, you'd have ridiculous mismatches with the main badguy being really low-level and it just not making any sense as to why such a so-called "powerful" badguy is so low-level that higher level grunts (which aren't level-scaled) could easily kill him.
Like imagine keeping your party at such a low-level where everyone stays at Level 5, and the boss is a level 7. That's challenging for you, maybe, but it doesn't make sense how a level 7 boss is roaming the countryside striking fear into the hearts of lords and kings (or something to that effect). Imagine if Sarevok was Level 7: he wouldn't be as scary and it would become a little ridiculous.
One idea I had about this was to set up certain "level-checks" mid or late-game that would be not-scaled, but being on the easy/medium defiiculty, so that the player would still have to force his characters to level up/ pass some certain quests before being able to finish the game or beat the final boss. This serves as a way to force players to actually scale up the difficulty in the main story before finishing the game.
These in effect, play as forced level-ups, to keep players from not misusing the level scaling in the main story-line to do ridiculously short "speed-runs" or to make bosses not feel realistically challenging.
Thoughts?
Also: the devs should definitely try to test-play their game with this in mind, and see how thegame feels with a forced low-level party and make sure that the encounters don't feel out-of-place or not in line with the lore due to level scaling.