i disagree with the "overpowered" part. the bonus accuracy is great for early game troops, since they likely won't have all the accuracy boosts from fortress training buildings, but mid/late game troops start at rather high accuracy anyway when built in fortresses, so most of the commander bonus is wasted at that point, unless you fight stuff that has a high amount of dodge. command is a great ability, but on the other hand, if that commander were a warrior, assassin or evoker mage he would kill a few enemy units himself instead of using his minions. don't think that's overpowered - that's the commander's way of participating in the fight.
but i agree that the tree could be a bit shorter. 4 traits in a row that all do the same thing seems too much. removing one of the accuracy traits might do the trick here. maybe also add one more active ability branching off somewhere in the tree to give him something to do while command is on cooldown.