Addressing a couple points from previous posts...
The reason to put #3's Dex up to 10 is so you don't incur an attack roll penalty with missile weapons.
IIRC, Marty soloed that pal/rgr/ro/wiz a long time ago - before silverdragon ever posted his guide.
The problem with a double decoy system in your party is damage production. You appear to be comfortable with the amount of damage you will be able to do, but it's a little light for my taste (and Marty's too, it seems). Having two decoys isn't all bad, especially in a full party, but it is problematic in a party of 4 where you also have a fairly dedicated support character. You don't really have an archer, melee grunt, or potent secondary caster to back up the sorceress.
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There was another party I was considering, with an attempt to keep things a lot simpler:
Character 1 is a Deep Gnome Monk. With a 13 INT for Expertise, he can reach the critical AC of 72 (although he won't have much use other than being the decoy). He'd really excell in that role though. He'd move faster than any other character possibly could, his magic resistance would be through the roof, and even with a lower STR (I think I built him with an 8), at higher levels he'd still do a decent amount of damage with his fists (I believe Ease of Use makes fists finessable, which goes nicely with his 20 DEX).
Having a completely dedicated decoy would allow me to build the other characters in a pretty simple way:
Character 2: Aasimar Pal2/SorcX. Blaster here, just like above.
Character 3: Drow Cleric(Tempus)13/Druid17. This girl can help out in the early game with melee, and can toss that awesome throwing axe from battlesquares when not casting a spell.
I'm still debating on whether or not I need a 4th character here. While it'd be nice to have a thief, I really don't know if I need one. Here were some ideas for a 4th character:
4a: Male Drow Rogue 2/Wizard X. This one covers all thieving skills and can blast around the decoy.
4b: Deep Gnome Rogue 2/Cleric(Bane)1/Illusionist X. Just like 4a, with a Cleric level thrown in to get around the specialist mage restrictions.
4c: Character #2 from the first party offers a little additional melee capability with the thiving skills covered.
4d: Aasimar Pal2/Cleric(Lathander)X. Just a divine version of another blaster.
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I'd actually make this a 5-character party. I'm acting on the assumption that this party is to be as powergamish as possible.
#1 is fine, and I've played one. My character took some levels of illusionist to help with the tanking part. I lost the monk's special BAB table, but it was a great decoy (and that's about it).
#2 is fine. No surprises here, and it pairs well with #1.
#3 is a mess, in my opinion. You've posted a couple of characters like this before, and my advice is the same - pick a casting class and stick with it. Splitting levels between two powerful casting class is giving up too much power for the illusion of versatility.
I'd split it into two characters. Take a Ftr4/Battleguard and a Druid with some non-caster mix-ins (Fighter, Ranger or Barbarian, maybe even 3 levels of Rogue if you want to cover thief skills that way). I'd optimize both of them for combat (max Str, high Con and Dex) so you have two characters that are equally adept at melee, missile, and spell combat. A battle Druid should be human, so you can minimize Int and still get 1 skill point/level for each of Concentration and Spellcraft.
I'd add a fifth character with a major class of wizard. I'm always uncomfortable relying solely on a sorceror for arcane ability, as there are many useful spells that a sorceror just won't take. You could go for the thief skills with a Rogue/Wizard combo, or go for a talker with a Bard/Wizard combo - both drow. The R/W (take at least 3-4 levels of rogue, spaced out) covers all the sneaky stuff. The B/W could take either 5 or 11 levels of bard, and gives you a superior support character (dialogue, item identification, some rogue skill access) with offensive punch.