I think this is a rather deceptive/uncharitable read, grabbing onto a single point (blunt) to discredt a plan by just ignoring everything else.
Not at all. Let's look at the choices made for Chosen of Hora.
You've already covered Blunt, so I won't speak on it much, so let's look at the other choices:
[] [Youth] ... taught to lead by your father.
Before your own ascension, your father had been chief and perhaps one of the best the Sakka Jostil had in living memory. It was unusual for the child of a previous chief to be picked by the tribe to lead them, as the people saw it as one family seizing power from the tribe at large, though his certainty that you would make a fine leader one day helped you greatly. You always tried to live up to his hopes, valuing his lessons on how to lead and argue instead of relying on the strength of your arm to force your will onto others.
Skills: Leadership+, Diplomacy+
[] [Achievement] ... slaying a Stallo.
After one of the harshest winters you had witnessed, a Stallo had been spotted near your tribe's grazing lands. The bloodthirsty giant gave no sign that he would return to the frozen mountains and its haggard appearance made it clear that it was maddened by hunger. While most wanted to simply leave the area for other pastures, you argued that slaying the beast was easier than finding new grounds for your herds. With a spear in hand and some bold archers to distract it, you faced the creature and returned with its skull in hand to your people.
Skills: Prowess+, Warcraft+
[] [Patron] ... Hora, the smith and warrior.
Maker of tools and slayer of monsters. Hora is rarely depicted without his two iron hammers, which summon lightning and thunder when struck together and which felled many fell creatures. After a Stallo tried to steal his hammers to weaken him, he slew the creature and made an unbreakable rope from his beard to tie his hammers to himself. You had always striven to become a great warrior like him and like many of his followers, you wear a necklace made of hair with two iron hammers woven to it.
[] [Action] ... to move south.
You needed provisions for the winter and preferably some coin to show for all the troubles that joining the Khan had brought you. Both were plenty in the south. You just had to be ready to fight for them.
Here we see a build that's focused on warfare and leadership. We move south, because war is what we're good at, our chosen patron god is the god of warriors and killing things real good, our achievement is also about killing things good and following the example of our chosen god, and our upbringing is about knowing how to take leadership.
That is in fact, the mix for the traditional barbarian warlord whose strengths rely mainly on how good they are at war and killing things. Note that diplomacy isn't actually a strength of ours here, since the chosen weakness nullifies the diplomacy bonus.
It's min-maxed to be all about taking leadership through warfare, and I find that to be rather boring as a character concept since it doesn't meaningfully engage with the world beyond the basics of being a steppe tribe. It would be one thing if we were an artisan or something to give some spice to the character. All in all, I don't believe my interpretation to be uncharitable. Chosen of Hora is all about being good at war and combat and that's the main means that will be used to achieve the goal of reunifying the horde since it's what she's good at.