it's not a big surprise that the lightbringer is tanky. it's designed as a tank after all the thing with summons is, the first side branch (wisp & lightbringer for kingdom, free skeleton and the skeleton horde + horrific wail for empires) is really powerful. those spells are extremely useful in the early game. the main summoning line (ice/air etc...) is a bit weaker initially, but it also contains an extra level offthe summoner trait that will improve all summons significantly. so the choice is to pick up the side branch with great early game spells and delay the main line with the higher levels, or skip the side branch and go straight for higher levels and more powerful creatures in the main line. i think it's a meaningful choice and thus, well designed.
That would work, if there is anything in particular in the main line that is worth grabbing, besides you know, the levels.
Let's say Lightbringer scores at 100
Ice elemental is probably around 20
Wisp is far more useful, at around 50
Air elemental, while capable of dishing out damage, cannot take any itself, but has a knock down ability, so i'd put it at around 70
After that, is the Ignys, which in my opinion, are extremely situational (if enemies line up), will not survive in the front lines, and will be useless 4/5 turns in the back. I'd say its around 50
I haven't reached any further than this in my playthrough because I had to pick up other traits. I certainly hope the summons later are more useful...
Currently, the lightbringer is just borderline OP. It allows my low level sovereign and basic spear unit (not boar) to take out a river drake army with relative ease (one casualty).