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For thematic sake I think he needs either buffs or alterations to improve him as he's not quite as impressive as Krell should be.
For balance's sake I see why they haven't made him as fully strong as a high level Wight or Lord. He's there to be a foil for Kemmler, who as a wizard-only character doesn't last in melee combat. His gameplay utility is to give Kemmler some more melee punch and versatility. Two Lords for the price of one is a bit OP, so finding a place where it works is tricky.
Having points to spend on improving him I think was the right way to go, but I don't think anyone would mind if they extended that to include more buffs/abilities. It might be a point-sink for Kemmler but at the same time, it would mean Krell would scale up more and last into the late game better. Early-mid game he was holding his own against Alberic and Karl Franz if not quite beating them without magical aid, but one of my late game battles saw him chopped to pieces by a level 40 Grimgor in about 6 seconds, which was amusingly terrifying if anything.
Tbh I think the safest way to do it is to add some minor scaling based on Kemmler's own level, increasing whatever a normal level up increases for lords.
For campaign, he should be removed from Kemmler's skill tree and be added into the game as a legendary (immortal) hero at the start of the game, with his own skill tree and levels. This wouldn't be the first case of this happening, as you start with an immortal hero as Sylostra(?) and you start with 4 special heroes as Clan Angrund (though not immortal at start)
In this way they could beef up Krell and allow him to be really strong in campaign, while saving the existing balance he brings to MP
A benefit to not having in as a immortal hero is that when you cap your lord with units. Any 1v1 battles will always be in your favor in terms of numbers. By that I mean you will technically have 21 units and the enemy will just have 20.