hmm, artefacts...
well, other than the griffon rider few of your characters will be reaching 4+ save in
CC without help from the mage, so in my opinion the three weapon artefacts might be a bit ineffective. There's really nothing worse than super charging the lance, only for it to miss both times on the charge, and for the rider to drown in Clanrats in return -
It would be really nice if Order had some good defensive items that weren't one-use only, but we have to make do and mend. Similarly, because your hero units aren't the tankiest in the world the phoenix stone may be a bit of a stretch to get the most out of, unless you can find a way to make the High Warden anything but a bullet magnet.
That being said, the mere presence of the potion on a character with more than 4 wounds makes most canny opponents rethink what they will deploy to take the bearer down with. Also, the flashbang grenade-talisman works nicely for both riot control and assassination duty, just make sure the holder has support to clean house.
All the traits encourage you to gang up on an enemy unit with the general and some sort of bodyguard. Considering where you have chosen to allocate additional points you may get a kick out of Recklessness/ reroll charge ranges. On the off chance you end up playing with sudden death objectives (bc elves) you may be able to pick out your target, shoot, then charge and just about finish it off in one turn but
don't rely on sudden death.