I see this a bit different, for me the build does not look good. With the current stats system any physical damage char should be like this:
Warfare 10, rest ...
For ranger points in Huntsman are also nice because higher ground is quite often available and Huntsman increases any kind of damage, also magical and piercing damage.
Generally, don't put any points in weapons combat abilities as long as the school combat abilities are not maxed. A point in Warfare gives you more damage than a point in Twohanded or Dual Wielding. The second benefit of the weapons abilities you can get mostly from gear. Twohanded is ok for the higher crit damage, but only after Warfare is maxed.
A onehanded/shield warrior as tank is ok on Classic. The damage is manageable if you have several points in Hydrosophist and Geomancer for armor renewal skills. It feels a bit bad on Tactician because the enemy damage is too high to tank well and your own damage is neglectable. It's about a third of a twohanded warrior at best.
What I miss in your build is healing and support, especially armor renewal. Your big monster damage does not count that much, if your chars are charmed or taunted for several turns. I have some such skills on each of my chars (rogue, twohanded warrior, ranger, summoner), and my summoner has as many points in Hydro and Geo (and two in Aero) as I can afford. You don't have a custom char, so you have no access to Dome of Protection which aggravates your problems.
Why do you skip Polymorph? It gives good support and CC skills and goes especially nicely with rogue (f.e. Rupture Tendons + Chicken Claw, the eternal classic). I don't use Skin Graft but it would give you nice opportunities in some fights.
I miss the talent Hothead on the damage chars. You don't need it for a rogue but it is quite set for warrior and ranger. Crit chance is nice. My lvl 20 twohanded warrior f.e. has about 1700 damage with lvl 16-19 gear with 98% crit chance, and 98% is much better than 88%.