The first time I was in Servus and Alina's House I didn't feel like searching for whatever fit in the teleporter control panel, so left intending to come back later. I promptly forgot about it until I was doing a final tour around Crow's Nest (and found it fairly quickly). Other than that, I only came across a handful of crates and barrels that I didn't get before (most of which I saw, but left until I was done doing something else, and then didn't go back).
For the zeppelin escort, my first attempt used a less than optimal strategy. The glitchy Target Lock (that doesn't necessarily lock) and target selection didn't help, either. If I'm pointed directly at a nest, in range, and hit the right stick, why the heck would the game target a flying demon way above me, or off to the side, and not at least cycle around to the nest? Anyway, the zeppelin made it to the point the captain decided to change the plan
and kamikaze, but Zandalor barely finished saying there must be another way when it was destroyed.
I reloaded my save at the start of the escort, and attempted to be more systematic clearing the nests and towers. When available I tried to use the Wrath of the Patriarch on the densest cluster that was relatively close, and then flew around taking out individual structures and smaller groups, and also summoned a wyvern whenever I had a moment and thought of it (which wasn't often), figuring an extra target might help the zeppelin. I started off doing much better, but when Zandalor told me to redouble my efforts I noticed the zeppelin's health had dropped a fair bit. Looking back, I discovered it was mostly passed a platform that I had missed clearing 4 or 5 ballistas from. Rather than try getting to the end I reloaded a save from a few minutes previous, and made sure I didn't miss anything the next time. Somewhere after the mid point but before the final section I went up to level 47. The zeppelin's health started getting a little low towards the end, but they made it
to the fiery death they were destined for.
After the conversation with Ygerna and Behrlihn finished I stood there and let them hit me a couple times while I cast Way of the Ranger, then used Splitting Arrows and jumped back to heal (didn't really need to, HP were about 80%, but I was expecting a tougher fight) and summon my creature (I assume it was off fighting a summoned demon after that, since I didn't notice it again until the fight was over). An explosive arrow at Behrlihn didn't seem to do much damage, but 2 or 3 normal arrows finished him off. His death animation blocked another couple arrows fired at Ygerna, so rather than wait I sidestepped to the left to get a clear angle, slightly before Ygerna tried to Rush Attack me. I rolled away, turned and finished her off with Splitting Arrows.
Cue final cutscene.

Before killing Ygerna, at level 47.12, I had 145 unused stat points (none distributed since level 15), and 87 unused skill points.
I used 2 malachite gems for healing auras, which left me with 65 to spare. Next game I'm going to have to be less stingy using level 10 enchantments and healing auras, or not bother reloading for malachite veins or FoV quests.
I did not use any charms in the game, but collected 5 lesser charms, 9 minor, 27 major, 56 blessed and 61 divine charms (7 of which were vitality, 3 spirit, 10 strength, 7 dexterity, 6 intelligence and 28 other).
equipment with without
hit points 1216 346
regen 1.50 0.63
mana 691 262
regen 0.47 0.37
vitality 54 14
spirit 29 2
strength 21 21
dexterity 81 41
intelligence 12 12
critical chance 58 8
damage 366-619
magic damage 134-244
melee resistance 37.6 10.4
ranged resistance 52.4 18.5
magic resistance 53.5 6.2
conditioned body 21 21
heightened reflexes 75 41
indomitable will 12 12
SkillsRanger Strength - 15
Splitting Arrows - 9+6
Explosive Arrows - 12+3
Way of the Ranger - 10+5
Poison Arrows - 1
Stun Arrows - 1
Death Blow - 1+4
Evade - 1
Healing - 1
Regenerate - 1
Lockpick - 0 (7 before reskilling for the end game)
Ranger Stealth - 5
Mana Efficiency - 6+4
Mindread - 1 (15 before reskilling for the end game)
Equipment (in a spoiler, since most of it was mentioned above already):
See Lancet's
DKS FAQ/Guide for the stats on unique equipment; I've only listed the enchantments I used.
Invisible Death (bow)
Increased Damage 9, Increased Magical Damage 9, Butcher 9
Deep Dweller Helmet
Life Line 9, Increased Mana 9
Hero's Elite Champion Cuirass of the Elf
0/8/10 Melee/Range/Magic Armour Rating
+11 Vitality
3 charm slots
one enchantment slot had Life Line 10 already, and I changed the others to Increased Mana 9 and Ranged Protection 9
Lich's Elite Nightbringer Gauntlets of the Devote
0/2/12 Melee/Range/Magic Armour Rating
+12 Vitality
+11 Spirit
3 charm slots
Life Line 9, Increased Mana 9, Magic protection 9
Rhode's Leggings
came with Life Line 10 and Magic Protection 10, I upgraded Increased Mana to 9
Master Assassin's Sapphire Droplet Earrings of the Magic Gods
+11 Dexterity
+12 Ranged Damage
+3 Splitting Arrows
3 charm slots
Static Charge Aura 9, Magic Damage Aura 9
Master Assassin's Pewter Locket of the Magic Gods
+12 Dexterity
+12 Ranged Damage
+3 Splitting Arrows
3 charm slots
Static Charge Aura 9, Magic Damage Aura 9
Explosive Engraved Bronze Bangle of Aleroth
+8 Dexterity
+7 Ranged Damage
+3 Explosive Arrows
3 charm slots
Static Charge Aura 9, Magic Damage Aura 9, Healing Aura 10 - I got this from the Gremory chest at the end of the fjords, and added the healing aura myself.
Paladin's Black Leather Belt of the Magic Gods
+81 HP
+7 Critical Chance
+0.13 Mana Regen
3 charm slots
came with Healing Aura 5 and Static Charge Aura 9; I changed the other to Magic Damage Aura 9
Paladin's Amethyst Ring of the Snake Gods
+82 HP
+0.13 HP Regen
+7 Critical Chance
3 charm slots
Static Charge Aura 9, Magic Damage Aura 9, Poison Aura 9
Paladin's Bronze Ridged Ring of Static Charge
+82 HP
+0.12 HP Regen
+7 Critical Chance
3 charm slots
came with Healing Aura 2, Poison Aura 10 and Static Charge Aura (which IIRC I needed to upgrade to level 9)