There's plenty of encounters where you can't dodge though, by design, so if your frontline isn't tanky enough to not die in one hit, you're gonna have a bad time. Knights I don't know though, supposedly their evasion bonus is buggy, though they still get good health per level and protection +1 per level is free mitigation while their dmg should stay relevant due to heavy weapon 5pt making them able to use 2H in their main hand+shield.
One rogue in frontline works ok if you feed him the health books/vit pots so he doesn't get squished, can get decent evasion and dual wield damage so far seems to be better than everything else besides against heavy armored mobs. Could use a barb dualwielding swords though, but I'm not sure it'd end up being better, rogue DW has a 15% bonus dmg and STR scaling seems to add flat damage, guess it depends on the end values and max level. Str seems to add like .75 average dmg per hit(well that's what I read) so assuming your average damage is 100ish in endgame and max level is around lvl 20 like the first one(I think it was), you'd get the same 15% from barb str. They might be fairly similar in practice, but you do need 5light weapons before you can dual wield swords so until then the barb would do less damage for sure, plus you get better daggers early on, or at least I haven't found good str light weapons yet.
One thing so far I'd say is completely worthless is backstab. You basically can't backstab anything but fleeing mobs on hard, they turn too fast and detect you too quickly. In Grimrock1 you could dance around mobs and backstab them repeatedly but in this I don't even know if I ever managed to get in the back of a mob. That said Critical is still good for raw damage output since it's 15%crit chance, but other than that I wouldn't bother.
Also accuracy seems extremely useful. Especially if you make a stupid mino, but even for most other classes that didn't max dex. 1 or 2pt accuracy seems to fix most of the misses, which is a pretty big deal. Minos without dex will tend to miss like 50% of the time or some shit, making them garbage if you don't fix it.
The interesting party I think would be Combat mage x2 in front, Wizard+Rogue in back, with rogue 2pt accuracy for dual wield melee from the back row though pure missile might be just fine too. Combat mages seem surprisingly tanky, you can use Protection(the spell) to increase it very high and if they're wielding a staff or a weapon+caster offhand they get even more. I'm thinking of doing 2x Lizardmen combatmage front line with the trait, can probably reach close to 100% resist all. Also that party is able to all go ranged, since Combat mages can cast spells.