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https://fextralife.com/tag/divinity-original-sin-2-guides
Necromancy will totally get you back quite some health on your main damagers. If you can find the balance on points to put in.
Pyro as one single point offers pretty good buffs. Then going for geo and hydro can work, but completely locks the character in a support mode. Removing debuff and cc. (Get some wits to play before your allies.)
Archer doesn't need scoundrel, they have tactical retreat which suits pretty much their mobility.
Also that scoundrel skills have quite the short range.
For the polymorph I'd suggest warfare skills instead. It will give you quite some damage alongside the buffs the morphs gives. Throwing shields will get you pretty much across the game. It's stupidly good.
Summoner is a get out of jail school. Kind of like necromancy but on damage. I've never toyed with enough. Only used a bit the high end skills. I'm not too fond of summons in themselves, too good and efficient. You can totally go 100% summon or take one point in secondary elements for buffs and utility.
It's all opinion though. I have some good and bad ideas. But playing the game will show you different ways to play with your skills. Enemies or looking at the shops for archetypes you don't use will get you some ideas for newer play through or respec.