1. Civilization
I picked Altarian Blood (10% exp, Rush) I chose Warrior Caste (+1 level for trained units), Tough (10% HP), Quick (10% initiative). I also picked Enchanters (build scrying pool for 1 essence) for the sole purpose of army enchantments. Then picked rebels for weakness (10% unrest) which actually feels like a poor choice but works well with the story for my civilization.
2. Sovereign
I chose Altarian. General (25% army exp) for profession. Tactician (+1 army initiative), Hardy (+1 hp per level and poison resist), Life Magic (for healing and preserving troops), Earth Magic (Preserving troops as well as Production enchantment for war machine.) Air magic could probably have worked well here instead of Earth, but either seems fitting.
3. The Commander
I've decided this class fit the role I wanted to play very well. I immediately took Potential (+15% exp hero only) , then leveled up Tactician (1 army initiative) until I got Battle Cry (ability that allows all army units to act immediately), Enhanced some life magic for healing and Shrink, Growth. and am currently enhancing Leadership (+10 accuracy) to work on Trainer (+10% exp)
Now, as you can see, I've created an entire civilization and hero class with various possibilities for synergy. Creating synergy is when you combine elements of a whole (such as skills, abilities, etc.) in order to create something greater than the sum of its parts.
With a sovereign such as a Commander (whom many people are often quick to dismiss as a viable choice) he receives
1. Potential of up to 100% bonus experience progression for all troops under his command (Trainer IV, Altarian Blood, General, and Potential trait for individual army creation).
2. Potential for high Initiative for entire army, with or without Haste Spell, which consumes mana (Tactician 3, Quick). Individual Troops can also benefit from +Initiative gear, the Fast trait, or Aura of Grace.
3. Potential for High Hit Points. Since armies will rapidly gain levels, abilities such as Tough, Endurance, Constitution, or Aura of Vitality work well.
4. Abilities such as Battlecry and Rush work very well together, and can ensure closing in on your enemies quickly. I haven't tried Command, which looks useful as well.
And that's it! With a little bit of improvisation, you can tailor any hero or civ to specifically fit your needs. I hope this post answers some, if any of your doubts about choosing something other than a mage. Thanks for your time.