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Arcane 7 > Divine 3 > Theurge 10 (in that order)
This means you get theurge benefits much later, but the early game benefits of getting 3rd and 4th level spells is much nicer.
But if you're gonna do it, go Cleric/Wizard so you lose as few spellcasting levels as possible.
MT is great when you have like 3 players as a way to combine divine and arcane casting into one, leaving the 2 others as tanky frontliner and rogue for traps and locks.
But with 5 there is little reason to go for it. Much better to go with a seperate caster for each subtype. For example Wizard into Arcane trickster is great due to sneak attack dmg on touch spells, makes alot more spells viable into the lategame.
And divine casters are really strong on their own in this, I understand the want to use MT and I love the fantasy behind a truly master spellcaster like that, but the game sadly supports it very poorly.
Arcane 17 / Divine 13 doesn't give a Sorcerer the ability to cast 9th level spells.
Divine 17 / Arcane 13 also hurts because Sorcerer forces a 1 level delay on your Divine casting.
or just going as a single caster
Using only one stat means using a sorcerer and losing a spell level, which is not too appealing to me after having used the 9th level spells.
The great advantage of the MT is his bandwidth and range/number of buffs. If your group profits from that, he might be useful. If not so much, you are probably better off by using two casters (which I did in the end).
In my last playthrough I did the xp management to hit 20, and I can tell you that a 20th level caster is way more fun than the rest during the last chapters. You need no fancy builds, a pure basic caster is all you need.
Every step of the way, you are one level behind because of Sorcerer. And it hurts. It genuinely hurts. And when you can easily get +10 to all your stats, sharing the same casting stat is underwhelming compared to what you suffer for it.