In my opinion, your strategy would work well so long as you can get your summons out early(or build Jaye's companion for the sole purpose of tanking damage) to draw threat away from Dante and Jaye so that they can unleash their heavy damage from afar.
Also, you might want to reconsider the lack of points in Speed/Perception, as if your heroes are high damage but mediocre hp and are unable to cast their spells before the enemy does, you are at a great disadvantage. Perception is also important for an archer's (Jaye) accuracy over long ranges and crit chance.
Geomancer spells (including summons) are much more powerful with a higher intelligence stat. And so Jaye with a low Intelligence and Perception stat may find it difficult to dish out damage consistently (summons and her will miss a lot when attacking).
Overall, so long as your party contains the following characteristics you should breeze through combat:
1) Tank - Hero/es or summons that are able to absorb majority of the enemy damage.
2) Healer/Buffer/De-buffer - Hero/es that will heal other party members and provide shields/cures against specialist enemies, and makes use of control spells to turn the battle in your favor when the enemy outnumbers you.
3) Command All Elements - Hero/s that together have a damage spell for each of the elements. Terrain control is a nice bonus to have but not essential.
4) Damage - Hero/es that focus on obliterating enemies in just a few blows/spells.
So for you it seems, Dante will take on 1,3, and 4. Hopefully he will have sufficient AP to achieve this.
Jaye will take on 1,2,3 and 4. Hopefully she will have sufficient AP to carry out all tasks in a turn if required.
Overall, I like Dante but not so much Jaye. Dante will bring many victories so long as he does not draw threat and is not disabled.