I'm agreed with you. Always seeing the Warlord like a Earth Wizard is an error. Attacks golems are better for E. Wizard, yes. But the ways to play the warlord are others . AND nullify IS NOT a essential card. Force push is good enough to "teleport" at low buying cost.
I think the only problem with the Warlord is the way people want to play him.
I've attempted the Warlord with a few different strategies, but so far I haven't been able to find any that really work well with him. He doesn't do well with Swarm, though this is largely due to how terrible spawnpoints are in general, and his in particular. On the other hand, there really isn't the support in the War school to just have a couple of large creatures, though this strategy is where I had the most success with him. I haven't tried him solo yet and that might work, but two of his abilities don't work unless he has creatures out and so far he doesn't have any weapons that match the destructive power of Lash of Hellfire, Staff of Asyra (with a Priest), or Galvitar (and no weapon that gives action advantage like Sectarus).
That said, I do think the Warlord will get better as more cards are released and the reliance on certain staples (Dispel and Teleport namely) is diminished. Having fully fleshed out War and Earth schools would definitely help.
Force Push can work as a makeshift Teleport, but it's so very limited. Also it doesn't work on anything Unmovable, so your opponent can just put on Eagleclaw Boots to prevent you from pushing her/him around. Also it can't save your creatures from a conjuration like Quicksand or Stranglevine, which is pretty big.
DDD:
Purify sort-of already does that, since it can remove Ghoul Rot and Poison Blood which happen to be the two most common curses in my meta right now. It's definitely worth running a couple of them in most books anyway for the ability to remove poison conditions.