Specifically for humans, knights are potentially (under the Castle) the strongest tier.
But if the question is whether the growth strength will depend on the strength of 1 creature, then no. If (hypothetically) the knight's strength drops by half, then their growth will also double. That is, the total growth strength will not change; it is already fixed.
Added after 1 hour 33 minutes
as an option, I think nothing prevents making the strength jump between tier 6 and 7 units slightly more significant
Generally, increasing the jump specifically between these tiers will most affect the reduction of discreteness (the value of individual creatures), since currently most tier 6 squads are capable of withstanding 1 hit without losses (if we consider numbers typical for duels). Tier 5 generally no longer possesses this property; there are enough creatures there for someone to die immediately.
Added after 4 hours 3 minutes
Updated descriptions of skills that grant additional creatures:
Pack Leader: 4 wolves per hero level are added to (and continue to be added to) the hero's army.
(cost of 1 wolf - 200)
Call of Darkness: 2 manticores per every 3 hero levels are added to (and continue to be added to) the hero's army.
(cost of 1 manticore - 1250)
Goblin Help: 4 goblins per hero level are added to (and continue to be added to) the hero's army.
(cost of 1 goblin - 100)
Forest Leader: The hero receives +1 morale. 2 dancers per every 3 hero levels are added to (and continue to be added to) the hero's army.
(cost of 1 dancer - 300)
Inhabited Mines: Upon capturing each mine, 5 friendly ghosts settle in it every 2 game weeks, starting from the first (but no more than 25). In the arena, the hero receives 20 ghosts.
(cost of 1 ghost - 300)
Death's Tread: 1 Death Knight per every 3 hero levels is added to (and continues to be added to) the hero's army.
(cost of 1 DK - 2000)
Added after 7 minutes
Specialty changes:
Humans:
Rutger (Swiftfoot): All creatures in the hero's army receive +1 speed.
Godric (Ideal Knight): The "Prayer" ability is strengthened: the bonus increases from +2 to +3. The hero spends 1 less mana to cast Light magic spells.
(prayer no longer provides an initiative bonus)
Frida (Captain of Knights): Damage dealt by knights in the hero's army is increased by 10% per hero level.
Alaric (Archbishop): 2 monks per every 3 hero levels are added to (and continue to be added to) the hero's army.
(cost of 1 monk - 600)
Valeria (Holy Hammer): Every time the hero casts a Light magic spell on a friendly squad, there is a 2% chance per hero level that the "Righteous Might" spell will also be cast on the squad.
Elves:
Wingael (Swift Fighter): At the start of battle, the starting position of each squad in the hero's army on the ATB scale increases by 2% per hero level.
Anwen (Sword of Silanna): All Forest Union creatures under the hero's command deal 3% more damage per hero level to a sworn enemy on any attack (even if a critical hit does not trigger).
Vinrael (Windrunner): The "Haste" spell is strengthened. Its effect increases by 5% per hero level.
Tieru (High Druid): 2 druids per every 3 hero levels are added to (and continue to be added to) the hero's army.
(cost of 1 druid - 600)
Dirael (Hive Queen): 2 fairies per hero level are added to (and continue to be added to) the hero's army. The "Summon Wasp Swarm" spell is strengthened. Damage increases by 5% per hero level.
(cost of 1 fairy - 125)
Mages:
Jalib (Spell Turner): The hero receives +1 luck. The "Magic Mirror" ability is strengthened, so that when triggered, it always reflects spells toward enemy squads.
Nura (Mystic): During battle, the hero restores 1 mana per turn for every 5 hero levels.
Ora (Wind Speaker): The hero's initiative is increased by 1.
Cyrus (Stormcaller): Heroic Air element spells cannot be deflected. The hero learns strengthened versions of these spells in addition to the regular ones, which deal 150% damage for 200% mana cost.
Dwarves:
Helmar (Eternal Warrior): 3 berserkers per every 2 hero levels are added to (and continue to be added to) the hero's army.
(cost of 1 berserker - 300)
Wulfsten (Oakshield): Squads in the hero's army receive 3% less damage from ranged attacks per hero level.
Tolgar (Rune Artist): The probability of the "Completed Rune" skill triggering increases by 2% per hero level.