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The infantry garrison part of crenellations is mostly useless, the tech is used for the range increase.
There is the minor point of stone being relatively limited compared to wood, though TK's train about twice as fast so unless you are in a crazy game where you are training champions from 6+ rax it isn't that much of a point.
There is also a minor point of TK's being slower than champions. Though if you are making either then it is likely it is end game and you are using them to flood an enemy base. If you need a more mobile force, you won't be making either.
But in the end, it would be kind of silly to remove champions from Teuton tech tree on that basis.
The truth is, Tknights are pretty rare units on the field, since their only valid role is to advance on a town and gradually grind it up, also eliminating all melee opposition.
teutonic knights are a defensive unit due to their lack of speed, they are great at holding gates/choke points but i would almost never put them offence unless the enemy only have units with low base attack. (skirmishers, halbs, eagles, camels, scouts). having champions let the teutons have a more offensive infantry when they want to attack.
in general the teutons are my favorite civ and for good reason. in feudal age, not only do they have the best defence but their farm bonus lets the have one of the strongest feudal rushes in the game. in castle age iron clad tech gives them the strongest siege unit in castle age (protecting their weakness to melee units). in imperial age you have paladins, teutonic knights, halbs, hand cannons, siege onagers, & bombard cannons. these are the strongest counters to infantry, foot archers, non-ranged cavalry, and siege. honestly the only thing the teutons have to worry about are cav-archer civs, fortunately most people don't use cav-archers unless they play the mongols.