after read all leak ,i think the big weakness of lumineth is the weakness to heroes sniping (regardless of artifact and command traits we have not discover) , heroes is really key in this armies (lot of bubble) and u can't cover them like u make with volturnos in idoneth for exemple.
however normaly u should have magic advantage ( not a lot of armies can have more sorcerer than lumineth armies) to take control batlle advantange
move of armies are average not bad at all but no great, but look how much move spell you have:
1/Speed of Hysh: Casts on 5 Double the movement of a friendly unit within 18" of the caster.
2/Paralyzing Dizziness: Casts on 6. Pick an an enemy unit within 18" of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge (?) move. If the roll is higher than the unit's bravery, it cannot make that move.
3/Darkness of the Soul: Casts on 7. Pick 1 enemy within 18" and visible to the caster, roll 2d6 each time that unit attempts a normal move, charge, or pile-in. If the result is higher than that unit's Bravery, that unit can't complete that action.
4/-Gravitational Diversion: Casts on 5. Caster can fly until next hero phase. 1 enemy unit within 18" takes 1 MW, can't fly, and has halved movement until next hero phase.
have minimal of drop and try to play 1st to cancel move to enemies with lot of wizzard seems the key to take control of game, and try to have resilience to keep the game in your hand with lot of support spell.
i don't think warden is the anvil of this BT, they have 3 in range (can easy stay behind unit and hit) and they are more squishy than another entrance and don't forget u can't make cord with warden or you loose your"shinning compagny" for all game
it's how i first see this BT overall