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From my experience with the game I would expect:
Phase 1: MA damage rules in the early game
Phase 2: Offensive AoE and status effects.
Phase 3: Defense development, both equipment and spells
Phase 4: End is melee offense.
Because of missing specialist casters or Bishops, I expect issues compared to your standard setup in phases 2 and 3.
Phase 4 will be easy, if you prepare skill development and weapon selection (short vs. extended melee) properly.
Instead of a second monk, consider taking a Ranger. giving you another hybrid class, you get some ranged capability, and a second alchemist is imv more effective than a second psionic from midgame onwards.
I do not expect you'll miss bard or gadgeteer. Both in the spell and melee section, your party is better, and you can train one of your hybrids for ranged as well. Tripleshot is available from Madras, if you take him with you for a while instead of RFS or Vi.
Definitely doable, but you will almost certainly miss some of the capabilities of a standard party in the midgame.
Have fun
And I dislike wasting any time on the RPC's I don't intend to carry to the endgame(are there actually any options other than Vi and RFS that don't complain all the way up Ascension Peak? I brought Tantris once, and the game's last voice clip was him whining that he should've stayed at Marten's Bluff, which was admittedly somewhat hilarious). It's just wasted XP if I bring them along.
Vi and RFS surely are good choices, but other RPCs may be helpful as well. Saxx is one of the better picks, even if you have your own bard - there are two "heal all" instruments available, and if you play a bloodlust bard, Saxx can do the buffs for you. I often carry him around in a permanent defensive stance, only playing music. His high starting level and music skill are also very impressive, especially if recruited early.
Hunter may be weaker than some other hybrids, being less offensive than samurai and less defensive than lord/valkyrie, but he does bring the best spell school with him and is better than ninja with it (due to faster leveling). Hunter suffers a bit from the ranged weapons though. To make him as good as others, you have to provide him with the best ammunition. But once you do, he will feel great - problem is, you can give the same ammunition to others, who will do just as well, as long as you dont expect them to hit targets at the far edge of the long range zone. So, what about turning the tables and making your hunter a mook and equip him with the giants sword? ;)
I think in part I'm trying to avoid all of my usual choices as much as possible... but I just find it hard to go with any of the other RPC's in part because of the annoyance in how many zones they won't visit and will therefore be heavily penalized in when I drag them along anyway.
And possibly going with zero RPC's for the sake of increasing level gain speed.
Honestly I was thinking I'd completely ignore the front and rear quadrants. Either three right and three left, or 2/2/2 across the central line. Opening up the front and rear quadrants to EVERYONE would avoid situations where anyone can't get into the scrum.
Mind, this would be my first run with a "non-traditional" party, i.e. no setup with particularly squishy casters and strong tank fighters to protect them, so I'm not sure whether it's possible to squeeze, say, more than 3 characters into the central quadrant so everyone's equally free to stab and get stabbed.
Then Valk is preferable over Lord.
Actually with regards to extended vs normal weapons, one thing I haven't quite been able to figure out is, with a Monk, is unarmed combat superior to wielding, say, the Zatoichi Bo?
Edit: Otoh: Zatoichi Bo is probably the strongest guaranteed weapon.
Obviously crits mean less training due to less hits ending up landing... but at the same time instacritting a nasty foe can also be what wins you a fight, sometimes.
I would not create a build around that again.
The only combinations with positive crit experience for me were SoD and CoC, with 15% crit each.
One other thing about the role of the monk in your party. Psionics has lots of options in the first combat rounds with spells: Haste, Lure, Insanity, Pandemonium, a bit damage. So depending on your play style, you might find yourself often in situations, where the fighters will be mostly responsible for your damage department, and your monk will strike occasionally only.