1). I don't really see the point of a vet belt if your max armor can only ever get to 4 (plate + leathers), and that's if you spend 3 actions to make that happen. Pretty meh.
2). I love creatures, but you have way too many, I think. A good move with your book, since it doesn't run any zone/arena buffs that goblins/orcs rely on, is to just go Dwarves and drop all the goblins and orcs (except the alchemists).
Dwarves don't really need buffing outside of incantations and you already have plenty of those (maybe too many considering you have the helm). It would also make more sense to use them since you don't have any higher cost conjurations and would have more mana to spend on individual creatures, but I guess that's just my view on it.
3). If you decide not to dump all the orcs/goblins, you should probably swap out that heal for a group heal. There will undoubtedly be times where most of your guys have damage and you need a action/cost efficient way to heal them all. It's caused huge swings for me, pretty awesome to have.
4). Just because you have the monolith doesn't mean you shouldn't include enchants. You give up so much that it doesn't make any sense in the majority of games I would think. I won't list all the great enchants you give up, but not at least including standard bearer seems pretty suboptimal to me; especially with all those creatures.
5). More attacks? At least something to extinguish with, an acid ball, etc. Seems ill-advised to run an elemental wand when the only thing you can bind to it is hurl rock, which you have multiple copies of anyway ...and besides, you run so many creatures I'd imagine it that 99% of the time it would be better just to power strike, etc, one of your troops instead...
My over feel with the build is that it gives up too much utility in certain areas (enchants/attacks) for excessiveness in others (creatures/incantations). If you're going to stay with such a creature heavy build I think I'd recommend switching over to the Bloodwave Warlord for Veterans; The AT Warlord seems much better with a battleforge.
Veteran's Belt with 4 armor can still be pretty annoying for an opponent to deal with.
I think people underestimate goblins and orchs. Gurmash is a must-include for this and if you mix in goblins and orchs with your dwarves they aren't as awful as they appear. Sure 1 Goblin Grunt or Slinger isn't great but I am using other creatures. Keep in mind that this build emphasizes using lots of command incantations. You wouldn't enchant a Goblin Grunt since they are so squishy but as long as you are sure a Grunt will survive to attack then you can't go wrong pumping them up with temporary buffs.
I disagree about Dwarves not needing buffing. The whole point of buffing your dwarves is that you make them stronger. Defend on Dwarf Panzergarde and Power Strike on Dwarf Kriegsbiel before he uses his sweeping can be pretty effective imo.
I may swap out 1 heal for group heal. Have to see which will be more effective. I didn't think to include it because I tend to spread my creatures out, especially now since Garrison Post works with Barracks and not just your mage.
If I ran more enchants then Monolith would be less desirable. I don't want to be starving myself of any mana if possible. 1 or 2 mana can really make a difference in the end. I realize Standard Bearer and Fortified Position are great spells but if I included then I would have to take Monolith out, especially since Warlords only have 9 channeling.
I don't feel like I need attacks outside of having to deal with flyers. I have got Goblin Slingers and Anvil Throne Crossbowman to deal with fliers. Wand + Hurl Rock is there for backup, and if I am not going to use Rune of Power on Helm of Command or Horn of Gothos I would like to at least have SOME way to use the rune. Attacks aren't really that necessary if you have enough creatures. Creatures are better in the long run.
I see what you are saying. Yes, this build isn't very versatile, but it sacrifices versatility for a tight focus.