From what I understand, you're saying that the strength of the Hive and Stronghold depends on the circumstances. Yes, of course—and the main circumstance is the player. If you believe that the Hive and Stronghold can only win if the map is 10x10 squares, you have everything built in your castle, and a level 100 hero right away, while the enemy's castle is empty, then I would simply advise you to play with someone who plays this castle well. Apparently, you can only be convinced if they win under the conditions in which you believe the Hive cannot win.
Added after 5 minutes
Why is it hard for them to level up an expert? As far as I remember, Expert Water is guaranteed. This means he will dispel all your efforts, and you can't get far on attack magic alone. I think there will be enough mana until the end of the battle; in the fight against your creatures, their strong defense will be very helpful, and the fact that they are so easily wiped out is unlikely.
2. Everyone is strong when there are many of them, even skeletons. The birds might be wiped out first—because there's no reason to fly them forward immediately, exposing them to attack. I don't think that if you quickly capture the crystal mine and find a few crystals along the way, and also visit wind and water mills, you'll have a problem with cyclops.
2. Here comes the choice: whether to build cyclops or behemoths. That's one.
You will definitely build cyclops later than other players build their creatures (unless you have crystals and ore lying around at every step). That's two. And the birds will still be slaughtered, and slaughtered heavily.
3. Again, about our favorite Hive... The weakest castle... Well, it'll remove blindness, then I'll hit them with a Meteor Shower and that's it, the beasts are finished. If the spells are strong, you can go very far, and by that time they will certainly be strong. Moreover, it's easiest not to lose anyone with the Hive.
Added after 14 minutes
Well you know, it depends on how one plays))
Goblins might be fodder and towers always shoot at them, but they walk far, and that can be useful) especially with expert haste)
Wolves, same thing (speed), defense isn't great either, but the damage is very good for level 2, especially with two attacks... if I play against them, I try to hit them before they hit me)
Orcs are obviously not elves, but they are tougher, and accuracy can be fixed with an accuracy spell)
Ogres, one of the best lvl 4, imho ) lots of hp + decent defense, I always throw them into battle with strong creatures to help the behemoths, it makes a good duo) strong and durable) and speed can be fixed with the same haste) by the way, Barbarians seem to get Air more often than other schools)
Birds, and other flyers, I never send forward as fodder) especially alone)) it's better to wait, and then strike when many enter) and the birds stay intact and there's a profit)) and then you can fly away, since they move among the first)
Cyclops are also not super archers and they are expensive ) but you can gather them and cast accuracy)
Behemoths... some of my favorite units)) and some of the strongest lvl 7)) everything has already been said about them)) the main thing is to strike first! =)
Regarding the Hive... they seem weak at first and so on.) I used to think so myself) but after studying them better, you realize that's not the case)) ... I'm playing the Playing with Fire campaign as Adriana, and there you fight Necropoles with the Hive)) very interesting campaign, especially the last map (that's where I stopped))... try it, you might like it)... and also, they might have lvl 3 magic, but the main spells are exactly there) and 4 and 5 are mainly combat, and you can level up resistance against them), and if you level up a school of magic with many mass curses, I don't think the enemy will cast combat spells)) he'll likely either remove them or curse himself and so on.)
I rarely use combat spells myself, they only help at the beginning... otherwise, from lvl 4 and 5, only elementals are good (when few armies are left), Town Portal (lvl 4 or 3? I don't remember), Berserk (especially with expert fire), and maybe something else) Gates are rarely needed, turns are spent anyway, and it takes a lot of mana... useful only to jump over mountains or forests)
And now I've reached the elves)) well, nothing to say here... one of the strongest races and one of the best balanced ))
PS it's a pity of course that we are discussing the Stronghold and Hive in a thread about the Rampart... )))
2. The Hive doesn't "seem" weak, it *is* weak—it's a Hive because. Main spells at lvl 3? Hm, I wonder which ones? Teleport (which is the only thing the Hive needs along with the Barbarians) and Earthquake (also only for them). That's it. The only magic at lvl 3 is super-raising undead. Town Portal, in my opinion, is a spell without which it's hard to manage the game, and it's exactly lvl 4. Unavailable to the Hive.
3. Just think about it, the castle wasn't called the Hive by accident. The very name already says something lowly. That's why managing this castle is unrealistic, as it is the lowest form of life in Heroes :)
The same goes for the Barbarians—all brawn and no brains :)