But you can have a sneaky werewolf.... The Light foot and Silence perks carry over into beast form allowing you to have silent paw steeps and those pesky pressure plate traps no longer pose a threat to you werewolf. You can as well cast muffle just before changing which will give you even more sneak while in beast form, with the combination of the two I ( as a werewolf ) can get within feet of my prey as long as I stay out of their line of sight. I will say that I'm not too impressed that I have to return to the under forge just to switch out my howls but as you said the Totem of the brotherhood is the one that you will most likely end up using the most but it would be nice if I was able to switch " willingly " them out on my own with a drop menu just like the vamps. The vampire lord is a powerful being but IMO they don't hold a candle to werewolves, werewolves are built to kill and I would wager that if a player controlled werewolf was pitted against a player controlled vampire lord that the werewolf would come out on top hands down. The only thing that would stop a werewolf was if he/she was cut off from a food source but seeing as a werewolf can run faster then a dragon can fly then there's no reason why a player controlled werewolf couldn't " bug out " from combat long enough to replenish the health pool.
The werewolf isn't as weak a play style / build as some think it is, you just need to plan it out before you even start. The Alteration tree is a benefit to werewolves as well as the Restoration tree, Sneak tree. Don't forget that with the addition of DG werewolves once again have an armor rating that tops out at 400 when at max, along with a swipe that is doing 160+ damage when standing, 320+ when it's a running power swipe and werewolves are good at killing while on the run so if your not fast enough to get a " lock " on the werewolf then it's game over all because the werewolf ( a player controlled one ) will run laps around it's prey taking chunks of health with each pass. So in closing.... Yes the vampire lord is a powerful build but it's all flash and no substance where in the werewolf is all substance and no flash and is built for killing as fast as possible, IMO werewolf trumps vampire/vampire lord hands down.

I am by no means saying that the werewolves are weak. They are clearly not as they are devastating in melee combat. However, what I am saying in my two posts is that Bethesda could have done more to make them shine. In terms of the actual game play, the only advantage I can find behind the werewolves is that there is effectively no passive drawback to them and they have ridiculously powerful power attacks. While there are not any passive drawbacks, there really aren't any passive advantages either. The only reason they gain a 100% resistance to disease is so hybrids are impossible without glitching the game and that upside is easily taken care of by visiting shrines or carrying Cure Disease potions. Vampires lose some of their strength and regeneration in open sunlight, but this is hardly a problem when you compare their passive upsides. The +25% Illusion buff is the only passive spell buff that I have found in the entire game short of those offered by potions. All others only decreases the magicka that is required, not the actual power of the spells. The +25% bonus to Sneak is also very useful. Between that bonus and the 5/5 perks in Sneak, you will rarely be seen. Finally, the Necromage perk completely busts vampire builds open in terms of power as it boosts tons of perks, enchantments, and potion effects. Those bonuses leave vampires with stronger smithing skills than are possible for all other builds (bonus to Smithing enchants), stronger potions (bonus to Alchemy enchants), faster Dual Wield attacks, faster Archery attacks, etc.
Comparing the werewolf and the vampire lord forms themselves, the only advantage that the vampire lord has is its versatility. Melee damage caps at 70 possible for a vampire lords melee attack, 50 if the opponent has 100% resistance to poison while werewolves have 160. Armor rating is also lower for the vampire lord, capping at 300 rather than the werewolf's 400. Vampire lords simply cannot compare in the damage department, nor the armor department with lycanthropes. However, the form itself does compare in the variety of attacks that are available. As I noted in my earlier post, if werewolves ever run into a scenario in which an archer is on an inaccessible ledge, as has happened to me in the past with environments like castles, your only option is to wander around to find a way up or run away because the game will not allow you to wait with enemies around. Vampire lords have ranged attacks that are more than capable of hitting it. The actual trees themselves really do not seem very balanced either. Each one plays to the forms strengths and weaknesses, but the lycanthropy tree still runs into a problem where 4 of its 11 perks require a questline to access. Bethesda should have simply left the Totem system where it was, seeing as how it is still bugged, and opted to go with 4 other perks so that they do not run into the problem. Personally, I'd prefer the entire Totem system dropped if they are not going to fix it, but its a little late for that.
Finally, allow me to backtrack for a moment. The point I was trying to make isn't that lycanthropy is a weak build. The point is that it is not quite as build friendly as vampirism. There are two types of lycanthropy builds that I have come across. Either the builds are those in which lycanthropy is something fun they can do to keep from getting bored, taking advantage of the fact that there really is no downside to being a werewolf short of hearing guards talk about how there is fur growing out of your ears. The other possibility is intensive builds in which players intend to primarily use the werewolf form. As you noted, Alteration, Restoration, and Sneak are useful for those builds. However, those skills are going to require a number of perks and that leaves the most powerful werewolf as something that is less accessible to builds that are not making use of those skills. The only build that I know of that exists for vampires is the Necromage build, which requires only three perks in the Restoration tree to require. Whatever you want to do beyond those perks is entirely up to you because Necromage is the only perk necessary to creating the most powerful vampire lord.
The other thing that makes lycanthropy less accessible is the archtypes for which it is most relevant: warriors. Vampire lords are going to make better use of the magicka pool that exists for mages, so I think the vampire lord makes the most sense for that particular playstyle. This kind of leaves stealth in a limbo in which you could argue neither form is especially useful. This is because stealth builds will always deal more damage than is possible than either form. Between a 3x archery sneak attack and a 15x/30x Backstab bonus for sneak attacks using daggers, the stealth build will only feel a need to use these forms to alleviate boredom. Even then, the vampire still maintains its pro of accessibility because of its passive bonuses, which are most relevant for stealth builds. In fact, in the vampires case, the passive bonuses seem specifically designed for stealth builds.
Regardless, the point I wanted to drive home is that werewolves are definitely the stronger form. However, the only way you will see that advantage is by actually using the form. That is the part that makes the vampire lord shine because I never even have to touch the form in order to see improvements to my character. The vanilla passive bonuses for the vampire are extremely nice, if a bit niche oriented, and the Necromage bonus is so overpowered that it applies to all three of the general archtypes at one time. Truth be told, I think you could make the argument that the Necromage bonus is, on its own merit, so ridiculously overpowered that it leaves lycanthropy with more to be desired.