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but you have Ulbrig, Regil, and greybor as options for melee...
I've made parties with 5 melees and some pets.
woljiff is a good melee char.
Camelia isn't useless, you just need to build her right.
I would argue that the only thing better than a paladin on horse in the game is 2 paladins on horses.
Honestly, I would even say that 3 paladins + 3 demonslayer rangers would be the perfect party composition for the campaign. You would just one turn every battle in the game.
If you don't like melee you at least want 2 to be able to have them work together plus generate more aggro. Worst case you can split them up. This is why i like 3 melee, because they can be split without loss of effectiveness.
I run Seelah, Camilla and Woljiff, and they're all able to deal massive damage. For Camilla either improved critical, or using keen enchantment with a rapier allows her to crit on a 15+, Woljiff crits on 17 and sneak attacks. Camila as a melee shaman is really strong, but the power comes around the time she gets 4th level spell with divine power and bane weapon enchantments.
You as paladin can tank (and bit more), Woljif deals lots of damage and also dodge tanks (he's insane in this role), Arue and Lann will wipe the floor with enemies, Nenio will be weird and Daeran will be very useful.
Do mind that pure healing in this game is not needed, so use Daeran to debuff/disable enemies. He's incredibly good in this role, with healing only needed occasionally.
But to answer your initial question, unless you're playing on Unfair (which I'm not familiar with), your party composition can absolutely go through whole game with no issues (swarms aside).