piranha1: Great, thanks. :)
Which other skills would you suggest for the Demonologist, btw?
I ended up with Combat as a third one so far, though I might yet restart the campaign, if I'd want a different set. Thinking about Nobility (for a bit of resources), Tactics, and Scouting (mostly for Pathfinding, though being a sneaky summoner won't hurt, either). Or I might just ignore Nobility and try to get the other two, extra toughness from Combat is not something to scoff at, I suppose.
For the base campaigns, Combat was always a No Brainer to take and fully max. Lots of defense, double attacks with First Strike, double ranged attacks with First Strike, and eventual magic immunity. When you factor in all the stat boosts you tend to find on the map, your primary hero becomes a soloing monster.
Take the magic skill aligned with your campaign (ex. Death, for the Half-Dead campaign) since you'll be seeing plenty of towns to collect those spells.
I didn't bother with Tactics because the primary hero eventually becomes
more effective on his own because most creatures slow him down on the main map. [Edit: If you aren't letting your main hero travel solo, then Tactics is a great choice for all the creature boosts. I don't think it helps any heroes in the group, though.] [Edit 2: On reflection, also consider Tactics if you do a lot of summoning in battle.]
Likewise, I wouldn't bother with Nobility for the main hero because it doesn't help your solo hero kill things. Buying level 1 heroes with Nobility and popping them in a town to increase production (and for their Estates skill) was usually a goal in each map, though.
Scouting is pretty meh, since Seamanship and Stealth mostly don't matter for your primary hero. Pathfinding is nice, though. Tawni can make good use of it in the Pirate's Daughter campaign, but she starts with it. [Edit: If you have high Stealth, you have to actively attack the neutral guards on the map once they stop responding to you, which does burn some movement and is some extra clicks. Generally you want your main hero (as your strongest force) to clear the guards out of the way so other stacks or caravans can make their way to places.]
Basically, I'd generally take Combat and as many magic skills as I could (with preference for the ones friendly to my current campaign's alignment). Even if you don't use many of the other spells, their secondary magic booster gives you more spell points and spell point regeneration, and having a 20% boost to spell casting across the board (Archmage) is also handy.
Just give all stat boosts to your campaign hero and carry around a few Potions of Immortality as soon as you can afford them, and you're golden by about halfway through the second map of each campaign.
[Edit: Since I have my hero traveling solo, I avoid Nature's Summoning skill like the plague. The extra management dealing with the units showing up each turn is tedious work to slog through before my hero can get back to the slaughter.]