There is a trick to exiting the Roost fight. Don't go anywhere. Stay tucked in where you come down from the Roost fight. If you keep the fight localized, Mommy Dearest should not come or if she does, it will be at least 4 turns into the fight. Staying tucked in should prevent the 4 wolves by the main gate from getting aggroed in. This should leave you to fight just 4 wolves, the 2 by the drudanae pipe, the dwarf in the back, and the sleeping one that tells you where the treasure chest is. She is by far the most dangerous opponent due to the teleport spell. I suspect she may be teleporting one of your characters to a spot that aggroes the 4 at the main gate. You will want to save a heavy hitter to strip her of armor quick to CC her and prevent her from messing up your plans.
Basically the fight to get out of the sawmill should work like this. Get down from the Roost fight room. Send one character out to aggro the two by the pipe. Fall back to the group and focus out one of the two. These two are connected to the dwarf and the sleeping wolf. If you fall back, they should get to you turn 3. The dwarf is annoying with polymorph and will summon an oil blob, which does little damage, but is highly annoying due to the oil slow down effect. However, if you have a character with Oily Carapace (created by combining a Warfare and a Geomancy skill books), you can minimize that impact. Again, when the formerly sleeping wolf gets to you, she is target #1. Get her down before she can start to teleport your party member around. Doing this should keep the fight to just a 4v4. I'm not counting Saheila (efl scion) as will be of little aide in the combat.
With the four taken care of, go into the north entrance of the building with Mommy Dearest. It will take all of your characters to take her down before she starts to take down you characters. Just as the spirit warns, she is FAST and hits HARD. Take the advice of the spirit, "If only it would rain." Use a rain scroll on her, or the spell if you have it.
That should leave you with just 4 at the gate. You can slip past them out the back to get Saheila out safely, if you want and then come back for them. However, they aren't too hard to take down. Throw an oil grenade or use Fossil Strike or Impalement to slow down the two on the ground and make it into two 4v2 fights. The other 2 will have high ground. You have three choices. You can charge them, teleport them to you or pull back into the building to get them to chase you and get them off of high ground. You know your party and should be able to make the choice that best fits it.
ROFL!!! The magister killer quest is level 9-10. That should be a pretty easy ROFL stomp. Good call on the Paladin quest. It can be done at level 15, but to be honest, it is typically the last thing I do in act 2.
Res in combat. The way to do it, is to pick the character that will do the res and delay their turn. This way, when you raise the fallen character, they will have one round to take potions and use spells to get a bit more battle ready or pull back enough that they would get killed again. You may want to look into the spell "Living on the Edge". It only requires 2 in Necromancy and prevents a character from going below 1 health for two turns. I think it becomes available from merchants from level 12 to 14. At level 14, you definitely have access to it. It is an incredibly useful spell for at least 3 fights in act 2.