After a lot of testing, this is the setup I've found that works best for maximising the level of your sovereign and a couple of heroes. As it's Altar, you also have the amazing Henchmen,, who can easily be the equal of most heroes, and make excellent Commanders, opening up more XP traits. And as mentioned above, if you're lucky enough to find the XP boosting items as loot, bonus.
Custom Faction: Altar, Master Scouts, Lucky, Quick, Enchanters, Rebels or No Ranged Weapons - Altar is the important part, the other traits are just too good not to use.
Custom Sovereign: General, Air1, Earth1, Brilliant, Tactician, Procipinee's Crown, Clumsy or Weak - You could replace Earth with any of the other schools that suit your style, I take Earth for early Enchanted Hammers, helps get those first troops out quickly. Tactician ties in with Lucky.
Choose the Mage path for your sovereign, take Knowledge as your first trait, then Air2 for Tutelage, then the 3 Potential traits. After that I might grab Earth2 for Tremor if I need it, otherwise beeline Air5 for Tornado, which equals win. From here you can develop whichever trait tree suits your style. Steal Fire from an early hero, or buy a spellbook from a faction with the Decalon. Build a custom faction of your alignment with both Decalon and Wanderlust for Spellbooks and Quest Maps to buddy up with and shop for extra cheese. A fully developed Fire/Air Evoker loaded with enchantments is a scary mofo.
General play tips: Play with dense everything, the highest difficulty level you can handle, and epic pacing. Build a couple of spearmen or militia units immediately to fill out your army, I prefer spears. Never stop fighting/exploring with your sovereign, and contiually add to and upgrade his army. Use one of your early heroes with a spell school you're lacking to defend your homeland, build an army for him ASAP. I rotate outdated units from my sovereign's force to this force. Add a third army when you can, with three armies and the teleport spells you should be able to respond to any problems. Getting Life5 on one of these secondary guys should be a priority for Crusade. Never group heroes together. Steal their spell traits if you don't need the hero. Design your own units to fit your play style and needs, imo the stock units are subpar. Tornado the stacks you can't handle, then let your henchmen and secondary heroes build their skills by slaughtering them. Leave lairs active as long as you can outside your borders, every spawn is a few more points of xp. I've gone to war to protect a good lair.
Using this approach I typically reach level 10 or higher by 75 turns into the game, and likely have my home turf cleared of bad guys. (Current game it's turn 117 and I'm almost level 13, with 4 level 7 spearmen as my main army. 5 settlements and all is peaceful on the homefront.) Late game my sovereign is in the 20s, with another couple of heroes around level 10 or so, plus several henchmen as well. Henchmen are typically leading my armies at this point, as I've likely stolen the spell traits from most of my heroes.
For the record, I'm still not a fan of the XP situation in the game currently, but it is something that can be dealt with if you set up your game accordingly. Frankly, the OP sounds as if he has an axe to grind, not sure how this game I have less than 40 bucks invested in could cost someone 100.