Question said:
Their damage is still low. 2d6 for starters? If you give it LA +4 hes doing 2d6 with worse AC than pretty much everyone else, at level 5........hes going to die instantly.
Yeah, he's got crap hit points, AC, and attack bonus - but you forgot his DR 10/magic and evil, that combined with a -2 penalty on attacks, AC, and saves, assuming a failed save against the Aura of Menace (though, that save is not gonna be that tough), will help. He's still gonna go down pretty fast, despite that.
Though, he's got crap a lot of stuff in general.
Even with keeping their
teleport ability, it's not actually the most help, they can take 50lbs of objects (theoretically), but how're they gonna hold/carry the objects to take them with? It's essentially just able to teleport itself.
Theoretically, by the RAW, a basic Lantern Archon can carry up to 7.5lbs as a heavy load, but I just don't see that working out too well.
Something else against them, they can
only fly, in any sort of wind effect, they're screwed, that's pretty big if you use wind effects a lot in your game. What're they gonna do? Stuff themselves in somebody's pack?
They can't use a lot of good skills, UMD, Use Rope, Open Lock, Disable Device, anything that requires physically manipulation of an object, not sure how that'd work with Escape Artist(how'd you tie one up?) or Tumble. They probably wouldn't be that good at Hiding, but would have trouble making much noise, I might houserule that they can turn the light off with a successful Concentration check with a DC of probably between 10 and 15, with checks required as a free action every few rounds to keep the light off.
Add that to the fact that they're getting fewer skill points from their Int penalty ..