Level scaling in any shape or form, i.e. enemies' levels (or stats or power) change based on your level, is a disgrace.
Why? It's a little immersion-breaking if you actually see enemies scale their levels up, but most of the time if a player doesn't see a group of monsters and come back 3-4 levels later, the level scaling is relatively in the background. If I had never gone to the Black Cove, and went a couple levels higher than I should have to fight monsters at my level, I wouldn't even know that the monsters had scaled up. Of a course, it might be more obvious on a second play through, but then you can play in a slightly different order which in my opinion is a bigger benefit than knowing the enemies were level 4 instead of level 6 in your first playthrough.
One can even justify it in an immersive way. If players level up, why can't monsters? They can be living and becoming stronger, training or being magically strengthened in some way (the Cyseal undeads' magical bond could be strengthening as Braccus regains his own power, for example.)
I don't really see level scaling showing up in the EE either, but it would actually be relatively simple to implement. A few lines of scripting. Not sure if making it optional would be as easy, but I can't imagine that would be too difficult either.
Level scaling enormously opens up game design by letting the player choose the order he plays the content in, instead of trying to predict or force the player's path as is done now. As is now, Cyseal has quite a specific order it should be completed in. Otherwise, based on player and enemy level alone, certain fights will be very hard, and others will be absurdly easy as you get extra experience from those harder fights that overlevel you for the easier ones. With a limited upscaling of monster levels, it's harder to get overleveled and you have to worry less about trivializing content based on the order you play the game in.
Larian could then design content in their next game to be a bit more open and non-linear with less worry of how players are going to get frustrated by hard fights and stroll through easy ones. Even two levels of scaling can make a big difference in how content can be organized.