With the exception of faery, human is the best attacker in the game. It's so good, in fact, that your plan to couple it with the worst personality in the game shouldn't make it unplayable. It derives it's power from it's high flexibility, turtling capability, and massive (60%) income bonus. Unfortunately, it's also one of the most difficult to play. That's why you typically see them in top kingdoms while the lower tier kingdoms opt for the more playable orcs and undeads (hit and repeat).

Firstly, you should never run homes. The only practical use for them isn't viable outside of top kingdoms. A traditional march is worth over 20% homes in your build. Plus, an army will come back in like 12 hours. Homes sit there indefinitely to provide the same bonus.

Secondly, the build is largely dependent on your position in the kingdom in terms of nw and the nature of the kingdom you intend to exchange with. You will want to stay near the top of your kingdom for a plethora of reasons I can't possibly summarize in a single point. A war build would include rax, stables, tgs, and hosps (since you picked the wrong pers). If you can control the exchanges with provinces in the target kd, use forts. If you have no such control (if they have a lot of provinces in your range), use guard stations. If there are a lot of halflings in range, use wts. If there are few threats or if they are faeries, go the tpa route and potentially include some tds. Networth is a better defense against thievery than anything you can put in your build. Your military is also predominantly elites, which are stronger against nightstrikes and practically immune to nightmares.

Which brings me to wpa. You want a lot. At this point in the age, probably 3-4. Any provinces that you allow to grow in the target kingdom will be easy to landlust. Since the minimum gain in war is now 1.5%, a 1.3% average landlust cast is pretty attractive and reaches far out of range. Stealing runes isn't very difficult and you have a gains bonus there as well. Alternatively, you can also kidnap to fill your population and start TOGing behind your wall of wizards.

Finally, defensive play. Vital utopia skill. If you aren't controlling the exchange, the other kingdom is. Or if they aren't, then neither of you are and you're just 4xing each other back and forth, testing each others' activity.