1. Basic auto-includes:
3x Dispel
3x Dissolve
2x Teleport
A Warlord pays an extra 7 over other mages (like Beastmater, Necromancer, Priestess, etc).
2. Barracks is currently the WORST spawnpoint in the entire game, as the only way to increase it's base channeling is to play more Outposts, except neither Garrison Post nor Archer's Watchtower have any synergy with Barracks.
3. On top of that, War creatures are, in general, weak compared to other creatures of the same level from different schools. Why do you think so many Warlord books use Skeletons only? Or the Holy soldiers? Except for Thorg and Dwarf Panzerguarde, none of the War creatures are that great.
4. Veteran Tokens work best against someone playing Swarm...and right now no one plays Swarm. In most games you're lucky to get 2, with 0 or 1 much more likely.
5. All of the best War school spells are level 1...with a good chunk of them being Novice. You'll notice Druids are only sad to pay 3x cost for Battle Fury and Charge...
Summary:
The War school is weak
One of the Warlord's major powers is nearly useless
Warlord pays more to include basic spells than anyone else, on top of having a weak school
THAT is why Warlord is weak. Can you still win games with the Warlord? Yes; skill plays an important part. That doesn't make the Warlord not terrible.
1. Why do you need so many copies of these? There are multiple ways of solving problem enchantments other than removing them and I don't know why you would ever need 3 Dissolves when Acid Ball deals with the most problematic equip--Armor (Warlord doesn't pay 3x for them anyway, so it hardly matters). 1 Dispel sure, maybe 2 if you're paranoid, but 3 is overkill. The Warlord only needs to pay 2 more points for those Dispels at that point.
Teleport is a good card, but it's also very expensive mana-wise. Charge can accomplish much of the same for less and give the target and extra die.
2. Other than the fact that it makes more mana if you play it, and for cheaper than a Mana Crystal/Flower? Or, you can play one and cast a soldier 1 zone away...and still make more mana. Most other Spawnpoints require the player to fulfill some sort of condition that requires regular actions; the Barracks does not, and the outposts serve another function should you need it. Your definition of synergy is obviously pretty limited.
3. "So many Warlords?" That looks like an exaggeration if I've ever seen one. I doubt enough people even play the game, much less the Warlord, to make an assumption like that.
I've helped build Warlord books that included skeletons or holy creatures, and after testing came to the conclusion that the Warlord doesn't need point-expensive situational creatures like Knights or S. Minions. Butchers and Slingers, like Timber Wolves for Beastmasters, meet most of the Warlord's needs. Trolls are there if you need fatter guys; they aren't as vulnerable to Sleep as Westlock Knights and require less support to survive than do Skeletal Knights.
Also, you can't do 1:1 comparisons of creatures based just on level. There are a bunch of creatures that are the same level but that's where the similarities end. Other than abilities, Cost is a big motivator to consider less expensive, same level creatures over more expensive ones.
4. What do you mean "no one plays swarm"? Playing with lots of creatures happens to be very good right now with Acid Ball and Meditation Amulet. Not everyone plays the way you do or in the environment that you do.
And yeah, some games Veteran isn't relevant, that's true. The Warlord's abilities also cost nothing (because you should be using the Ring of Command) and require virtually no work. A mage isn't defined solely by abilities either; there are mage-specific or easy-access cards that help him or her out too.
5. Well, the novice War incantations are good cheap options but they're hardly "the best." It's not just about paying spellbook points for something; the Warlord's helm lets him cast/change those cards on the cheap without actually expending them, which is a fact that many anti-warlord posters here apparently overlook. Power Strike/etc every turn if you need it plus another creature or extra mana is pretty good in my experience, and lets him use the extra spellbook slots he saves for other cards. Like that extra Dispel or Teleport you need so badly.
@sIKE: Has Charmyna even been on the forums or OCTGN in over a couple months? I mean, I played against his cheesy Wizard build before (got stomped the first time) and after 2 hours (the second time) had no damage on my Warlock and 10+ damage on his Wizard. This was before Armor had good answers though, so I can see how creature-reliant mages would struggle.
Charm obviously knew what he was doing with the Wizard and I can't imagine playing 20 games against someone's best mage when you're trying the Warlord out is really going to get you anywhere. Looks to me more like a bad experience learning how to play a mage than evidence that said mage somehow sucks.