I was able to get into CK a few minutes ago and take a look. In the past, for Oldrim, I had been able to make a couple of mods that gave a particular power or perk to the player when equipped, one of which was a circlet and hood that gave the power of night eye, another was a set of fine clothes that gave the wearer the merchant perk, and I a dagger that gave a vampiric hypnosis effect. All of those used a script, based off the vanilla silver sword script with just the pertinent bits changed. The vanilla script just activates the silver perk (more damage to vamps, etc) on equip, so a duplicate and a couple of changes and it worked.
Now, having played with more script mods and experienced much lag, I am thinking the keywords might be more instant/less draining. Looking at CK, there are of course already stealth perks, and there is one specific perk called PerkSkillBoosts which seems to be the central coordinating perk for assigning them for certain entry point conditions. I see an entry point for modifying detection, and there are damage modifiers for both light and heavy armor in there as well. I don't know (never tried this before) if you could get away with making your own custom entry points, or if you would have to get into playing with the conditions of existing ones, but it looks like it would be doable, along the same lines as the fists of steel perk for heavy armor.
I hope this helps.