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I've played as the Stronghold faction many times, and it's a faction that can defeat almost anyone; especially humans.

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Maps with random castles and random dwellings are not suitable for competitive play. If you compare them, it should only be to see which one is better in terms of its own characteristics.
In such conditions, in a long game with several castles and dwellings, the Necromancer has almost no chance due to the stupid implementation of the racial ability.
Hmm...
There are different map templates and different map sizes.
Often, there are templates for large maps where the game can last for two months.
And often, people play templates with only one Castle.
On custom maps, they almost always create either one native Castle or several Castles of the same faction.
As for joining neutral creatures, it is usually completely forbidden.
So, the converter is not usually used in practice.
In a long game, the Necromancer is not the strongest... I don't know where you got the idea that they are the strongest...
Especially with several native Castles, the Necromancer is completely out of the game.
I disagree, but your build order is fundamentally wrong, in my opinion. Let's consider a build order starting from city level 1 for the first week.
1. Why do you need extra Goblins if Centaurs are the main force in clearing the map? Or are you only playing as Haggeesh? Take Krag as your starting hero, for example. How much will you clear with his starting Centaurs? First, build a Tavern. The entire army merges with the main hero, and he can easily clear the Lumber Mill and Mine without any problems.
2. Since we're building a Tavern on day 1, we can build Huts here, but building a Forge and buying a Ballista and Tent will be more beneficial. It's not difficult to get the Machinery upgrade, and the Tent is a higher priority than the Ballista. Centaurs already deal good damage, and First Aid will reduce or even eliminate losses.
3. What Town Hall are you talking about? Every day counts. If you're late in developing and capturing resources, you'll lose the game against the Dark and Necropolis factions, which are your speed-leveling competitors. The Centaur Outpost is our everything. 14 additional archers are a strong addition.
4. As for this, it depends on the player, but I upgrade the Centaur Outpost and upgrade them into Nomads. This sharply increases damage, and they have 1.5 times more health, resulting in fewer losses. Are you familiar with the "chain transfer" technique? It allows you not to return to the city with the main hero but to stay and clear the territory.
5. When playing on lower difficulty levels, you can build a Fort and Stronghold in the first week, yes. But on Hero difficulty, you simply won't have enough money, so a Fort isn't needed. I build a Market and sell the artifacts I found there, again, using the chain transfer method, so as not to distract the main hero from his main task – clearing the map. Many artifacts, such as the Trident, Boots, etc., are simply not needed by the Orcs, but they are worth a good amount of money.
6. Goblin Huts. No comment.
7. War Yurt. Again, no comment.
As a result, with my build order, my hero leaves with a larger army, clears the map faster, and support heroes start picking up what's lying around, because the Tavern is built earlier. Centaurs are also built earlier. We have an advantage in development speed. Furthermore, my Centaurs deal more damage and have more health, and I already have a Tent and money from selling artifacts. In your version, you have either a Forge or a Market. I repeat, on Hero difficulty, it's almost impossible to build a Stronghold without using money from chests.
I'll repeat again – this is purely my personal opinion, which can certainly be disputed.

In principle, I almost completely agree with Mdance's option... The only thing is, I rarely level up machines with Haggesh, so there's no need for a forge.
