I have not experienced any issues with Death Alternative, but I switched to SkyTweak not long after I started using it. It's worth noting that even if all stability and CTD reports are false, it is still true that it will break some dungeons or questlines. Many dungeons (and some mod-added dungeons) were simply not designed to allow the player to leave them halfway, and you may find yourself locked out inconveniently upon return. The user is expected to save often and reload if there are any issues. Your saved game won't break because of this, but if using the console to troubleshoot the occasional locked out dungeon or quest concerns you, then I would avoid DA (and any mod that revives and teleports you). There's a reason you can't fast travel inside dungeons.
SkyTweak's bleedout isn't as believable, but it's more convenient: you have a user-configurable number of lives per day. Upon death, you enter a bleedout state (if you have a live left), and lose a user-configurable amount of gold as punishment. Sleeping resets the number of lives that you have. I have it set that I only have 2 lives per day: not enough to repeatedly exploit anything, but it's enough that I no longer save/reload very often. This also avoids the problems I mentioned, as you never actually leave the dungeon when you die. You lose a live (and gold), or you reload.
I don't post often, but I do rely on STEP often and fix conflicts pretty obsessively. I've played with Requiem, SkyRe, and now PerMa for a while, but I always find that they're large, a little bloated, and poorly thought out in places, even if they're all good in other respects. Requiem has a great early game but conflicts with almost everything, has forgettable perk trees, and a broken endgame (the standard advice is to "start a new character". I think this is poor game design), and SkyRe and PerMa try to do too much for my taste. So far I like PerMa best of the three, but I prefer a more lightweight approach that focuses less on new spells and more on core gameplay. You mentioned wanting "more perks": I think a better approach is to tweak the community uncapper to slow down leveling. I've never tried it, but SkyXP (modified to give less experience) might be a solution. I recommend one of these three perk trees: all of them are lightweight and have few conflicts with other mods. All three are very stable, and the first two in particular have few conflicts to resolve in many setups. Skydie won't let you get a new perk without going to sleep first, which I enjoy - it makes me appreciate getting perks more.
SPERG is the most popular one. I don't mind it and it has some neat features. I find that it often relies on "gimmicks", however. In trying to make every perk feel unique, I think that it often ends up with perks that are either of limited situational value, or are only tangentially related to the perk tree (and school of magic) that they're located in. I quite like some of the gameplay, though: destroying armor with two handed attacks is just plain fun. SPERG doesn't often conflict with much, and usually you'll be fine if you just place it low in your load order. (This applies equally to all three of these). Check for conflicts anyways, of course. TTRSO is my preferred perk tree, and it receives surprisingly little attention. It's very well thought out and well balanced. The Restoration tree, for example: SPERG wastes perks here on buffing allies (how is that related to the in-game Restoration magic?) and instant kills of low level undead (which I usually kill almost instantly anyways). TTRSO has perks that make all healing magic harm undead and make necromantic healin harm living things, which I think fits in better with the lore and opens up new ways to use existing spells. It neatly fixes some gameplay exploits (such as free magic through enchanting), and makes new playstyles possible (like playing a staff only character). Almost every other gameplay overhaul simply ignores staffs, meaning most people just don't use them often. I like that TTRSO tries to fix things like that instead of adding in new gimmicks and unnecessary spells. I used SkyRealism - Perk Trees for a while. It deviates the least from the vanilla perks and feels like an improved, rearranged set of vanilla perk trees. It balances Smithing and crafting by making them larger perk sinks, for example, and the perk trees are fairly well laid out. This one requires the most attention of the three, however: it's not updated at all, so you'll need to forward some UKSP changes and some Weapon and Armor Fixes changes. It also has a few small bugs, and gets even less attention than TTRSO - two of the last comments were both made by me four months ago. Once you fix things up though it will have few conflicts with non-perk mods (if any). Hopefully that helps! I actually started writing a lengthy comparative review of SPERG and TTRSO -- I finished the magic trees, but I haven't finished it because I doubt there would be much interest in it. I highly recommend ensuring your load order is conflict free with Tes5Edit: it won't help with bugs caused by the mod itself, but you'd be unpleasantly surprised by how many mods reintroduce vanilla bugs by not forwarding UKSP changes, for example. Even wonderful, clean mods can end up looking comparatively bad if the mod author stops updating them, as then the new UKSP changes aren't merged.