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Your strategy is clear to me. It allows you to: 1.) Not waste a hero's skill points on unnecessary abilities (excellent for large maps); 2.) Not spend levels on abilities you don't need (excellent for any map). 3.) Earthquake requires a skill that you already have (you're leveling up summoning magic for skeletons).
But it doesn't allow you to: 1.) Use the hero's turn for its intended purpose (you need to replenish skeletons, but you have to cast Earthquake instead). 2.) The catapult does the same thing as the hero (they're doing the same thing - it's inefficient! Why?).
Here's an example (I'll use the Academy for clarity):
You attack them, and they start hiding in the Castle, shooting at your ranged units (and they have plenty of units to shoot with!). The melee units cast spells on their own and your units, like Benediction, etc.
And your skeletons and zombies die from the ranged units and towers. THIS IS NOT RIGHT!
YOU NEED TO GET TO THEM QUICKLY AND FIGHT IN CLOSE COMBAT! THIS MEANS OPENING THE GATE, OR IF THE GATE IS DIFFICULT TO OPEN, GO THROUGH THE DITCH AND INTO THE HOLE IN THE WALL! And the hero, knowing that the catapult is useless, casts Earthquake 2 times (it doesn't always destroy the necessary walls and doors on the first try), WHEN HE SHOULD BE RESURRECTING HIS OWN UNITS! You captured the Castle, necromancy has almost replenished everything, but if the catapult worked properly, THERE WOULD BE SIGNIFICANTLY MORE UNITS!
That's what I mean