What became of "the crossbow is too impeding, makes me slow and all" you wrote earlier, and which was also Chrest's point against Xbows? But since you can use both, that's not a real issue for your build (or just one: does the "bow" ability also work on Xbows?)
I wouldn't give one character both craft and blacksmith (repair) and spread the needed points among two characters. In addition, it's convenient in co-op to "hand around" the blacksmith character instead of the items that need repair, so I wouldn't train a main character in it. The blacksmith doesn't need the items in his/her inventory, you can repair the items in any character's inventory by right-clicking on them as long as this player also controls the blacksmith. The same goes for Loremaster to indentify items. There is a workaround for a main with blacksmith, though: If the other player is not online, you control all of the characters and thus you can repair everyone's items in their inventory. But I personally would find that cumbersome and it excludes the other player from this small but essential part of the game.
I like Witchcraft for support and crowd control, and summons are (universally) very helpful as distraction or "meat shields" to get the heat off the characters. But then again, other spell "schools" also have great support spells (e.g. Bless and Fortify from Geomancing). The developers saw to it that no school "rules" but that they work in synergy. Unique in Witchcraft is the adept spell Rapture which I often combine with Drain Willpower in advance. Charming enemies is great to get them use their support skills on your group and (preferably after that) draw their former allies' fire. edit: As Marksman you can also use charming arrows for that.
But as I said before, my experience is limited to one running playthrough up to level 11. So there might be implications I didn't stumble upon yet that more experienced players might add.
Last edited by Raban; 28/07/17 05:47 AM.