Thing with other classes - warrior gets round attack at level 5 skill, Sniper have the best distribution of magic and command stats between scouts, plus double shot. Archmage have double cast.
As you can see, notable part of their power tied to special skills. Commander have none.
Straight commander gives +2 attack and counterattack, and have level 5 skills. It can be useful for Elven general (biggest hp bonus and +1 range), but overall all commanders have the same 10 command stat and similar gameplay - "cast astral energy on strongest unit".
Commander/mage wins here because he have biggest amount of spell slots, can have both exp skills (thus his army would have level advantage), and can use T3&T4 spells. It doesn't matter that initially you don't have access to high tier magic schools. Events, lairs and shops can provide you with spells. And even if you don't get them, commander/mage still have 6 more spells than commander/commander (with Wisdom 3). More webs, tougher web, more astral energies, more heals, more ammos, and so on. And as a cherry on the top, com/mage can use wand for lasthit.
Post edited October 30, 2013 by Gremlion