I wholeheartedly agree with that statement. Not every playthrough must be made to show a great score. There are many combinations that are worthwhile to try. I for one, like this a lot - if you get a Call of Death Wanderers' Scroll, hang on to it - it's great in the late stages of the game. When you use it, it fills out a free spot with units worth the maximum amount of leadership you have. Try to luck out with a couple thousand Skeleton archers, use dragon arrows and drop an entire dragon stack in one blow. Priceless
What I really like about tKBAP is that it provides even more options to mix parties with mutual benefit than in KBTL. What I don't like is the fact that in certain playthroughs, one can get the units he wants at a very late stage, while it's much more fun to try them early on. A good example are the Demonologists, Necromancers and Druids. I like all of those, because the Necro's and Druids are great in utilizing mass attacks, and the Demonoligsts are Human Neutral, meaning they don't harm the morale by mixing up 3 types of units (humans, demons, undead).
A good question is whether you have some means to resurrect the undead armies, besides the Paladin hero Resurrection ability, as it resurrects every stack. In KBAP, Necro Call resurrects dead stacks as undead, and it doesn't work like resurrection. All you can do is sacrifice to regain lost units, and that takes quite a lot of mana and rounds...