Given how much upset the last eratta caused, I think AW will be unlikely to make an erattum for Warlord, actually. (Yes, I know I speculated about Vet Token eratta. I contain multitudes.) Nudging Warlord to competitive rank is probably a long-term project, especially because a weak Warlord is playable, but an overpowering Warlord breaks the game. Putting the toothpaste back in an emergency is so much harder than slowly bringing out more.
The more I think about it, the more I am attracted to an improved suite of level 3&4 war commands and war enchantments, and some synergistic goblinoids.
The model for Warlord is partly the Straywood Beastmaster: swarmy, aggressive, 9 channeling w/ +1 melee, trained in a school with creatures and buffs, and with an opposing school.
But where the Beastmaster fleshed out Nature school, The Warlord had to double duty for both Earth and War. Consiquently, half the Warlord's mojo went to the Earth Wizard, too. I feel like expanding the Warlord's War identity may help a lot. (There's also a lesson here for future Elemental mages like the Siren, she needs a strong independent identity or Wizard is just gonna rumble her and toss her pockets. )
There's a real risk that these war abilities will just fuel a future Paladin (for example), of course, which is one reason I think it's important to craft mechanical identities for the two different Warlords (Orc and Dwarf) as well. That's why I want to reinforce the Bloodwave theme for the Warlord we have now and leave the fortification theme to the future once we see how Druid is received by the competitive scene.
To make a clumsy analogy to computers, that means finding the available "API hooks" on Warlord. The Warlord we have has Vet Tokens, and yes, they're hard to get if your opponent isn't playing swarm. But the way you prevent other war school mages from being strictly better to the Green Guy is by expanding on what makes him unique.
With that in mind, cards that interact with the Warlord's Battle Orders ability might be good to have, too. A 12 Mana level 2 creature that gets +1 piercing for the turn when it is affected by a command spell, for example. Hit him with To Battle! and a strong command from the Helm and suddenly he's scarry. But a Reverse Attack or a Stumble will still hurt him.
Or, if you're living the dream, add in two more similar creatures, and the Horn, and make the command you're casting Akiro's Battle Cry and now you've got a potential Alpha Strike that can't be ignored.
Of course, that depends on being free to set up something like that. Maybe that's an area Warlord could use help with? How do we set up an alpha strike potential that would maybe make turtling mages come out of their shells without overly punishing Forcemaster or Beastmaster or Warlock?