You're going to have multiple reloads either way. You seem really set on using the same party (I assume you are using GBC to create Rangers and Paladins in Pool? I've never done this), so I say go for it.
You mean the big six? STR and DEX will affect THAC0, and CON will affect HP. Assuming Mr. Lee is correct, I don't think there would be any further effect. Once you get past Pool any incentive not to max out your characters' ability scores vanishes, to be honest.
I did fighter, fighter, fighter, fighter/mage/thief, cleric, mage. I dualled one of my fighters to a mage in Secret and another to a cleric in Pools.
I've beaten Pool with six fighters and with a single cleric/fighter/mage and a single fighter/mage/thief; Pool is forgiving, the later games less so.
Thank you
Null Null. Summoning
Cael and
octavius into this conversion too.
Assuming I do not want to abuse power word reload too much.
And assuming I do not take the time roll for max HP or use the optional leveling up feature from the Gold Box Companion (huge kudos to the developer of that QoL app)... What strategies would I need to be looking at with a party of fighters and mages with HP all over the place and generally sub optimal?
Spell selection is going to be your best bet in that configuration. If you don't get hit at all, it doesn't matter what your HP is. That means you need to go first and have the ability to end battles with that first strike.
(Ultra)High Dex all round, and lots of mages and/or clerics is your best bet. Go for things that can disable in an area or hit multiple targets. Sleep, Hold Person, Stinking Cloud are all good low level disablers. Use them liberally.
When you get Fireball, use them liberally, too. One Fireball might not do much, but 2-4 of them in quick succession? Game, set and match. This is how I took out that allegedly impossible to beat fight in Gateway to the Savage Frontier in the town before Ascore. Basically three
screens of fighters, backed by a bunch of manticores and casters, IIRC. My guys were all barely scratched.
Same thing with Ice Storms (which doesn't have a save and does physical damage,
not cold). 3-30 doesn't seem like much, but it doesn't allow a save, so that is 3-30 guaranteed damage. The smaller area also means you can use it in tighter confines, which can be crucial.
For fighter types, go (ultra)high Strength. The difference between 15 and 18(00) is +3 to-hit and +6 damage, IIRC. That is massive in low level games.
Just be aware that your main stat has a bearing on the maximum level a demi-human can attain in a class. You need about 18 Strength for example, to get level 7 fighter for an elf (IIRC). Otherwise, you are stuck with as low as 5. So, at the end of the day, if you are going with a bunch of multiclass demi-humans, you will need near max stats to get the most out of them within the level cap.
Also, be aware that Int controls which max level of spells your mages can attain. You will end up wanting max Int with them, regardless. I can't remember if clerics have the same restriction with Wis.
High level Gold Box games are heavily biased towards high stats as you
need them just to be able to do what your characters are able to do.