Gibberish... that isnt the warlord class you are nit picking a name rank and there could be higher level extensions of the Warlord which does it differently. But I am holding skepticism on your claims over all purely because you seem rather clueless about the class.
[/SARCASM]Rubbish... Just because I don't like what you wrote [/SARCASM OFF]
Warder
Thematically: Needs to be -
1) A cool-headed warrior who leads from the front, with poise in the face of all manner of adversity.
2) A tactician that can tactically change the scope of battle in real time.
3) A strategic magician who can dictate the terms of a fight before the enemy even knows they are in one.
4) A bastion of courage who instills hope and bulwarks morale when normal men fail and demoralize their side.
5) Someone who knows wish buttons to push to provoke surrender and has the mental acumen to draw up terms of surrender and make the other side understand they are lucky to have those terms and wise to accept them.
Resource-wise: Needs to be able to -
1) Heal morale damage.
2) Prevent, or at least buff resistance to, fear effects.
3) Improve the overall action economy of his side; immediate actions allowing ally attacks or strategic advance, withdraw, or maneuvering.
4) Have skill in warfare based non-combat resolution; parlays, treaties, strategic use of troops (such as recon teams). This needs to have overlap here with other general knowledges and general parlance. Perception and spatial awareness is likely key here as well. The ability to buff others in his areas of expertise; or allow them advantage in their own wouldn't be the worst idea.
As for myself, the warlord can work as a bit of a litmus test. It basically needs 3 things:
(1) Exist. It's one of the key classes of 4e, and essential to my vision of modern D&D
(2) Help its allies in a very direct fashion - more than just auras.
(3) Heal.
Pretty much, missing any of these is a (further) indicator I'm not that interested in Next as a whole because it's not what I want from a new edition of D&D.
-O

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.