Warlord is a very specific kind of class to play. You sound like you'd have more fun with a striker. You mentioned you guys don't have a lot of ranged attacks, so I would go for an elven ranger archer or a dragonborn sorcerer.
Funny you should mention that, I do have a L9 Dragonborn cosmic sorcerer in another campaign with the same DM, and he isn't much more interesting. I do a lot of damage, but it is still very vanilla, and due to the length of encounters I still spend better than half of each fight dropping Acid Orb or Blazing Starfall. Going with a striker would also leave us with Second Winds and the paladin's Lay On Hands as our only healing. I've debated switching to a Laser Cleric, at least that way I'd be actively doing something on my turn and we would have plenty of healing.
Cormax adds a tremendous amount to the effectiveness of the party, he is just boring to play. I normally enjoy playing support characters in both tabletop RPGs and in MMOs, but I prefer either a character where I'm actively providing support or where my support is passive and I can use my actions to do something, as opposed to giving up my actions to provide the support. I feel like my entire character could be replaced with two sustainable powers, one sustain minor "one bloodied ally can spend a healing surge" and one sustain standard "one ally within 5 can take a basic melee attack". We are close to Paragon Paths, and things might change then (I was planning on taking Longarm Martial).
Most of the bright lights of enjoyment I've had with my character come up in times of roleplay, not combat. Find a way to make yourself more vocal out of combat, if you can. Maybe pick fights, because that way when you're in the middle of combat, at least you'll have a stake in it since you caused it?
In the end, I think most of the enjoyment out of this class & build will come from building a strong personality & back story and playing it to the hilt.
Cormax is second fiddle at everything out of combat (or worse when it comes to stealth and perception). The paladin is much more skilled at diplomacy and healing, the fighter is more skilled at endurance and athletics. I'm also not much of a role-player, my primary interest in the game is tactics and the char-op (I play as a stress reliever). The GM recently tried to give Cormax both followers and romantic interests, but I rejected both because in my experience, they are both just ways for the GM to screw the players by either setting up betrayals or using them as targets (every NPC ally we have had except one has gone down within one fight because the GM considers all non-PC allies minions, then throws us up against opponents with damage auras, the one survivor was an archer that we told to stay at least 100' behind the party).
Doing things like picking fights is a sure way to get killed in this campaign. We are currently trying to clean out several local gangs from the worst areas of the city we are in, pursuing a Charles Manson analog who has inadvertantly set Freddie Krueger loose, trying to stop a Nazi dwarf plot to use the feywilds as a dumping site for nuclear waste from the real world, reestablishing a global teleport network, and rooting out corruption in the church of Pelor. Every little mistake or misjudgement can have massive consequences, for example a former party member had Freddie Krueger's glove as an implement (cursed at that), when he had a ritual cast to have the glove removed, he made an offhand comment to the entity casting the ritual that Charles Manson was nearby and would probably love the glove, so the entity gave it to Charles, leading to a current situation where an entire populated island (us included) has been drawn into Freddie's nightmare world.
You may be too focused on granting saving throws with your encounter powers. Get the paladin to take up some of the saving throw granting slack by saving his Channel Divinity for divine mettle instead of using it on divine strength, or pick up Saving Inspiration (not sure if you have that already - I'm away from my Builder so I can't check read your file), or swap out knight's move for shake it off.
Then, swap out stirring force for provoke overextension. It's a fun power to use even if you're not a bravura warlord. Hit someone adjacent to and marked by the fighter and he gets to use his Combat Challenge (if he hasn't used it already). Alternatively, hit someone subject to the paladin's divine challenge or divine sanction and he takes extra damage (again, if he hasn't been damaged by it already). The mark reduces the chance that the provoked attack will hit you, and you can further tilt the odds in your favor with magic items such as screaming armor. If the opponent's attack misses, an ally gets a free basic attack against him. Played properly, you can get two or three attacks out of a single power.
I might try that, although Provoke Overextension will probably end up getting Cormax killed (he has the lowest AC and HPs in the party). The Paladin is heavily invested in the multiclass warlock schtick, using Eyebite to make himself invisible to the target of his Divine Challenge, so I don't know how many paladin powers he still has. As I mentioned before, the DM loves to use status effects on the party, and I ended up swapping into the save granting powers after we have a few fights go for almost 20 rounds because we were status-screwed and were either all slowed in difficult terrain or were dazed against highly mobile opponents with reach (and the daze does a nice job of shutting down the rogue's sneak attack too). Knight's Move is more often than not used when the Wizard is dazed and needs to be able to move and sustain a power. I went negative twice in the last session because I was effectively locked down with daze and slow while in multiple auras that caused me to take damage in different ways every turn (taking 20+ damage and being autodazed at the start of every turn without being able to leave the area hurts really quickly).
At the start of the campaign, I was very active in setting up positioning and flanking and getting people into and out of the fight. One former player tended to get himself in over his head constantly, and I spent a lot of time figuring out ways to pull his butt out of the fire. Since he dropped out of the game, our tactics have become much more stable, and the other characters have picked up abilities to either do the same positioning that Cormax used to do or eliminate the need for the positioning (distant advantage). Now it is more a matter of just getting in, giving the fighter an attack, and trying not to make myself a big target. The biggest benefits come from my action point effects, the init bonus, and the extra damage and accuracy of the fighter's basic attacks compared to mine.