I think the only "safe" deck for Hubert is Adda. I've played both order and charge decks with NR, and both are somewhat underwhelming. My charge deck has an element of auto-boost in it, but every buildup is pretty hopeless, and the synergy it demands makes it difficult.
Order decks are even worse, unless you use Foltest, but sadly, he only has 3x zeal ability. In any case where you play those order units, they will be immediately locked or destroyed. The risk is just not worth it. That's my general impression with order, even with a couple of Nilfgaard order cards. Deploy is just that much better.
I think there is something wrong with Skellige, personally. I'd like to see more of those units have "order" instead of deploy. The damage is just too high and too much in general. Compare that to NR with roughly the same destruction ability of Skellige, but with NR you have to wait one round to use any of that damage.
Yeah, the safest is Adda because you have automatically an order to stack on the effect of Hubert.
But the problem of Hubert is NOT that he is broken or not: it's the design of such card.
As for the Skellige I don't think they need more Order effects (infact I think Gwent needs LESS overall Orders, if not any at all), but they need more engine, trigger and timer effects (And Bersek, coming with the expansion, is an example of a BEAUTIFUL trigger mechanic that CDPR is introducing; really well done!)
The roots of the problems with Hubert go back to the Order effects (they can be stacked and they offer manual target removal and points optimizations, too efficient if you compare them with other forms of engine and against other engine in general).
The simple existence of Orders make many players run PLENTY of removal. Why?
Because Order effects (that in the majority of the cases are 1 point manual pings) can't miss a point.
A Reinforced trebuchet can miss value (Hit an armor? Hit a deathwish? Hit the highest unit and lower it below the 8 point mark? Hit a shield?) and it's not that straightforward that it will ping the card you want to remove.
Order effects will NEVER hit a shield, they will NEVER kill a deathwish, they will NEVER hit armor and they will NEVER lower the value of the opponent's highest card while you are sitting on a Geralt of Rivia.
Instead, Order effects will ALWAYS focus on the most dangerous threats (aka: point generators or combo pieces) as soon as they hit the board by removing it, and they can easily snowball without any real effort.
Therefore, that's why now you need to play pretty much only removal: you can't (in general) let any order effect to stick, or you will automatically lose. If you add more Order effects, you are pretty much worsening the dichotomy.
What's the point with Hubert (remember, I don't think he is broken; I think it is bad designed because he can be used only by abusing the bad dynamic that arise by stacking order effects)??
I think that Hubert makes us misunderstanding the problem: we are focusing on the consequence (Hubert) without looking at the cause (stacking order effects).
Lastly, charge is a subset of the Order family, so Order is always at least as good as the worst charge-based deck (every charge-based deck is an Order-based deck, even if not every Order-based deck is a charge-based deck).