Totally agree with the playstyle-first framing, but I'd push back slightly on the perk reference section being an afterthought. On Switch especially, people are going to be alt-tabbing to your guide constantly mid-playthrough—like, "wait, which perk was the one that lets me dual-cast without the magicka penalty?" A solid reference section isn't just nice-to-have, it's basically the spine of the whole thing.
What I'd actually do: lead with playstyle, yeah, but structure each build around the core perks that make it work, then branch out from there. So instead of "here are 40 perks in order," it's more like "these 4-5 perks are non-negotiable for this to feel right, these 5-6 are really good if you have the levels, these are flex picks." People can see at a glance what they're committing to versus what's optional. Way less analysis paralysis.
And yeah, trap perks are huge. I've watched so many people dump points into perks that sound like they do one thing but actually just give you like a 5% boost to something you don't care about. Calling those out explicitly—"this sounds good but honestly skip it unless you're min-maxing"—saves people from that sunk-level feeling.
One more thing: mention what playstyle changes feel good at different difficulty levels. A pure mage build on Legendary is a completely different animal than on Normal, and that's worth a sentence or two. Switch players tend to be all over the difficulty map, so it matters.