Just giving a quick once-over of that TW file, comparing to one of my old ones. Note that everything in here is my opinion; some of it may be invalid advice, some of it might be downright harmful! My file is from 1.4,
located here for reference. (It was also my first win!)
First: you did much better at immunities than I did, for sure. That said, especially for a Skeleton, I'm a little worried about your lack of silence immunity. On any
other race, I strongly recommend a wild infusion with mental cure to get rid of pesky silence effects, since you can't use (magical) teleports as condition removal when silenced. As a skeleton, wild infusions aren't an option, and since runes count as spells as well you have no reliable way to remove silence. I don't think this mattered in the final fight, and reviewing my character I'd failed to follow my own advice (no silence immunity and the wrong kind of wild infusion!), but still.
I disagree with not taking Threaded Combat, though that's somewhat your choice. I
really disagree with ignoring bow combat entirely, though. Temporal Wardens are at their best when combining both bow and melee combat; you don't need a lot of points invested, and it makes a world of difference when you can drop back and plaster an enemy from range. Also helps a ton with survivability, since you're able to back off and deal damage from range if pressured.
I personally think Time Dilation is the most broken skill in Tome4 right now, especially since at 4 or 5 points it gets an extra turn of duration, making it trivial to keep up +54% global speed at all times. Then again, I've heard a lot of other people who hate the skill, so maybe I'm an oddity here.
I also really recommend unlocking Stasis if you have a spare category point. Time Shield is a huge survivability boost, and a point or two in Spacetime Stability can help keep paradox under control a little. This goes double since you aren't using arrows at all and thus don't have Arrow Threading for paradox management!
No comment on Hounds; I didn't unlock them in my playthrough. I've heard good things about them, though, so it certainly seems viable!
You've almost completely ignored Spacetime Weaving, which is crazy IMO. Dimension Shift is probably the best part of playing TW; it removes conditions whenever you teleport. Having at least one point here is mandatory, and with the recent nerfs I recommend a few more. Having an extra couple of points in Dimension Step for the added range is a nice luxury as well.
I personally didn't take Fate Weaving on my TW, but I've used it and loved it on a Paradox Mage, so no other feedback there (though I would suggest investing a bit more into Spin Fate and Fateweaver to increase the benefits of each spin).
Arcane Might is a great prodigy for TW. Elemental Surge confused me at first until I noticed the Spellblade; assuming you were hitting for enough damage to trigger Surge with only a 30% conversion, it looks like a good prodigy. I might suggest taking only one of those two, and getting Cauterize as well, which I consider an absolute god-send for survivability; having two prodigies for damage and none for defense seems counter-intuitive to me.
No comments on gear, mostly because I'm too lazy to dig through your inventory and evaluate items! I will say that you look to have better equipment than I did; your resists and HP are very similar (minus your Spellshock debuff), and your melee damage at the very least is considerably better.
Statwise... there's something weird here, and it might just be the Vault being screwy with stats, but my damage seems a lot higher. Our spellpowers are very similar, and yet I've got a lot more damage listed on several skills. Like, Weapon Folding; I've got 2/5 with a claimed +73 damage per hit, while you've got 5/5 yet only a claimed +27 damage per hit. Likewise, my Blade Shear at 1/5 deals a 227 damage cone, while yours at 3/5 only does 66. I do have slightly higher spellpower, but not
that much (79 versus 71). Might just be a bunch of +temporal damage% gear I've got; the Vault lists my offensive damage boost as a simple 29% All, and yet I've got lots of gear with +temporal damage%, so maybe the vault just doesn't properly display damage modifiers for specific elements.
Can't really comment on the final fight, since I only have the last turn in your vault entry. It looks like you had a lot of trouble dealing with adds, though - I can see at least a Forge Giant (which killed you), a Daelach, and an Umber Hulk in the last turn's logs alone, plus both Elendar and Argoniel. Temporal Warden is a fun class, because depending on your mobility and damage, you're totally capable of either closing the portals, or killing the bosses before the portals become a problem. Remember to start with Elendar once the killing begins; the Archmage is far more fragile, and his main defensive tool is teleporting away, which you can easily thwart with your superior teleports. Argoniel is far more durable and also less damaging; I usually try to let Aeryn tank him while I handle the damage dealer!
All things considered: it's not the way I'd build a TW, skill-wise. I don't know if the build was responsible for your damage being lower, or if there's something else you could've done in the final fight to improve damage potential. TW can deal a ridiculous amount of damage per turn, and I'd normally recommend simply killing the bosses before the adds overwhelm you.