Nice! That's the missing piece I didn't think of!

You'd miss out on 10% evasion from dual wielding spec (I don't see the point in keeping it if you are not using the wands for damage), but that's such a huge investment for such little bonus, anyways. But you'd still get the bonus from Parry Mastery.

I think the best part of it is the lack of need to upgrade gear as often.

I think this is a pretty nice build, because aside from the crazy range limitations, Leadership is a pretty strong skill. My characters are all at 50%+ resistances across the board, and without dual wield skill, would still be at 70%+ evasion. Yeah, you can buff your evasion, but that requires AP, memory slots, and they have cooldowns. Also, another side benefit is that because your characters are all together, they all get bonuses from your buffs, AoE heals, and Dome of Protection. True, they also all get hit by AoE spells, but they all get cut in half or more from resistances.

The interesting thing about the Wits build, is that it gives so much flexibility, and at least mid game, you'd be very strong with all spell circles (Since your damage would come from scoundrel.). In fact, after you max Scoundrel, you could then put points into Polymorph (to raise Wits or Int once crit chance is 100%), and this would allow you to continue increasing damage for all spell circles without having to specialize.