We don't really know, you could be right but since the dragons survived the devastation brought about from the last civilizations to utilize doomsday type spells I think one dragon could handle any type of spell a Channeler could throw its way and dish out damage in kind. As for threatening the dragon in person even with an army at your back there is a chance (in my opinion a very high chance) that the dragon would manage to kill you.
And then imagine if all that destructive power covering the whole world were concentrated, focused specifically at a dragon. Big difference. Regular, magic-less humans also survived the cataclysm, so that doesn't say much. Now, I want dragons to be extremely powerful, and rare. But I want channelers to be able to become essentially god-like. For most of the game any sensible channeler would do his best to avoid pissing off a dragon, but by the end of the game the channeler should be able to become more than a force of nature. And even if the dragon has a decent chance to ill you even if you have an army at your back, so what? If there were no risk then there couldn't be a reward.
But I don't want the good digression to take us too far from the OP because I still haven't seen enough talk about designing a basic tradeoff between an Extremely Fancy Unit and an Extremely Powerful Item. (I suspect the word 'super' has made some folks see Darkodinplus' idea as more extreme than it seems to be, at least to me.)
The reason why Darkodinplus' idea seems so extreme is that it was proposed (don't remember by who) that such "superweapons" or "superunits" could be a way to counter powerful creatures like dragons. Then people argue that even a late-game channeler should be no match for a dragon. So you can see where that impression comes from...
It definitely seems like part of the choice is just basic mana allocation, enchanting a unit vs. an item. But assuming that both are at least minimaly multi-turn operations, should one task be able to consume mana more quickly than the other or should the details be pure special effects?
I think enchanting units vs. items could largely be an aesthetic thing. The major difference could be that items would be transferable.