One thing I have noticed is that you can swap vitality and willpower gear to your guys as they level up. This will give them more energy and health. If you had a way to slightly space out when your team levels up
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/cough xp necklace cough
Each party member needs to get a hit to gain xp from the enemy. If you have a fire mage fighting fire enemies pull out some throwing weapons to get a hit. All he needs is one hit to get full credit. Against enemies you outclass lead with the weakest attacks first so everyone gets a hit.
Overall I feel that axes are better than maces (assuming you find them all). The bottom line is that + strength is more useful on your fighter than + vitality. Most of the dungeons are laid out so that you can strafe to evade or use terrain (including doors) to avoid hits.
If you have an ice mage with 24 points in ice you'll notice you get a longer freeze time. If the rest of your party's weapons are still cycling prepare another freeze spell before you use a throwing weapon. If you have two mages give both of them another spell!
Give your mage throwing weapons! They can make excellent use of a staff and a one handed throwing weapon. The secondary damage won't be great but there are enough throwing weapons for two range weapon characters (more like 3 really). Use the throwing weapons inbetween casts to help save mana for tougher fights.
While a door is opening you can use bows/crossbows/throwing weapons before the enemy can attack. Throwing weapons will stun an enemy in a doorway allowing you to throw twice as the door opens and then attack twice with the front row. If both melee attacks hit the monster will not have a chance to attack you before you start closing the door.
Two mages can be challenging to use for spell combinations. Note that fire requires 3 symbols while all the other best attack spells require one less symbol.