Maybe expanding on my last answer is needed. Thought it would be enough, but thinking more I figured it could be mis-interprated (as mindless mocking or such for example), and miss it's point...
So let's start...
Lords have skill-trees
Units already have currently. When gaining enough XP to level they get 3 skills to choose from. Pick whatever way you want to level him up to. Damage, defense, support. That isn't different than a "skill tree"
Lords will have equipment
Units already have this currently. Although it isn't shown on a ragdoll various armors, weapons, potions, amulets, rings etc. are available. Although with the stupidity that heroes can wear 4 armors. It's unsure wheter lords can use perks too, but then again, their equipment will just be ontop of it, more of the same. Otherwise, it's replacing it, and be just the same thus. Without 4 armors at the same time stupidity.
Whatever. Lords are still RPG!
Instead of repeating this, maybe counter the already often mentioned arguments that what you say makes them RPG (skilltrees and equipment) is already in the game. So what exactly is the difference that makes it "no-Warlock"...?
Lords are unique? Sucks! I want to mass-produce them and conquer the world!
Sorry, that function is already pre-occupied by temple units, which you can mass-produce. The Lords you will have to think carefully where to use, you can't have them on both sides of the map like you can with 2 temple unit squads. Which adds strategy. Which is something apparently wanted, although some people seem to think Lords will actually counter it somehow.
Lords will make the game more tactical, not strategical!
Not true. The game will be as tactical as it always was, since a lord is just another unit, albeit unique. So moving in the right hex, placement of bowmen, movement through hexes and all that tactical stuff Warlock already has remains unchanged with Lords. The difference will be at the strategic level. As said, you can't just summon lords left and right like temple units to defend and attack everything, you have to plan in advance where to use them. Much like any other unit really, except you can't multiply them if you think about 2 goals.
Also for opponents it adds more variety on what to do. As stated in another thread that exotic resources are good for strategic warfare, opposed to everyone having the same resources, the same will be in effect here. Will you go for the buffed temple unit and cost the opponent a lot of gold to recover it, which they probably will? Are you going for the unique lord and be-theft them of a unique unit they cannot replace (well, besides maybe the resurection spell)? Or do something else entirely with your units ot involving either of them. Strategic choices, which can affect the path of war, and ultimately the game.
And don't tell me that's a bad thing...