So here we go yet again.

I recently (2 two weeks ago) started another party and installed Auril's Bane for enhanced gameplay. I finished my previous game with F/Ill, R/Cl, F/D (multi), F/D (dual at 15), F/M/T, and M/Cl. Extremely heavy on spells, even for me, but it was fun.
The new party (currently hacking it's way through the Vale of Shadows, one skeleton at a time) is as follows:
Paladin
F/D
R/C
F/M/T
F (will dual to specialist mage - I'm leaning toward Invoker although it means no Conjuration/Summoning spells)
I am planning to add a bard permanently after I finish the Vale. I've been importing and exporting one, adding it for quest XP (e.g. Easthaven up to the first goblin fight), buying quality items (15 Cha + Friends), and being a pack mule. The real point of adding it later is to get the bard to lvl 11 for later on in Dragon's Eye but not take away too much XP in the early game.
In today's spell usage bulletin, I've actually found that Mold Touch is a viable AoE spell. If you pump up your paladin's AC and get surrounded by mediocre enemies (like skeletons), Mold Touch is effective. The pally is immune to diseases, including MT - so if you can get your druid there without being targeted and followed, the MT will systematically attrition melee attackers at no risk to yourself.
Any thoughts on the best school for my F dualclass? I know those in favour of versatility would say general mage, but I wouldn't mind making a bomber or spellsword (and leaving most of the summoning to the bard).