I went with a balanced team of 7 to make sure I had plenty of skills and saw plenty of the NPC text barks. I didn't go with maxing CI and all that but so far it has worked out pretty well (just regular ole seasoned difficulty).
4 Rangers:
1. Leader
C L A S S I C
2 1 7 2 2 8 6
Skills: Leadership, Perception, Demolitions, ARs (disarming traps is common and skill use xp gets boosted by CHA)
Combat Stats: 7 AP, 13 CI (can't burst headshot but still decent for a leader-build)
Level up attributes in Awareness for more CI
2. Face
C L A S S I C
2 1 4 2 S 8 1
Skills: Ass Trio, ARS (this is the talking guy to open up convo options, no need to switch between characters in dialog - ease of use)
Combat Stats: 9AP, 14 CI (can burst headshot later)
Level up attributes in Awareness for more CI
3. Muscle
C L A S S I C
2 1 4 S 9 1 1
Skills: Brawling, Weaponsmithing (I wish I could fit brute force in there for RP reasons... oh well)
Combat Stats: 9 AP, 13CI
Level up attributes are 1 in Speed and the rest in Awareness
4. Mixed Shocktrooper
C L A S S I C
2 1 4 6 S 4 1
Skills: Energy Weapons, Bladed Weapons, Outdoorsman (I probably didn't need to go with a guy that can use two weapons but it seemed like a fun idea)
Combat Stats: 9 AP, 14 CI
Level up attributes are 2 in Coordination (to get to 10 AP so I can burst headshot with GRB) and 1 in Awareness
NPCs:
As soon as I create the game, I run north and get Ralphy and Scotchmo. Then I ditch Angela and grab Rose. This ensures my endgame npcs get all the skill shrines and xp I find.
Ralphy: SMGs, Toaster Repair and Mechanical Repair, first 3 attribute points: +1 int/co/sp
Rose: Comp Sci, Surgeon, Medic, Handguns and Sniper, first 3 attribute points: 2 in speed, 1 in co
Scotchmo: Locksmith and Safe cracking, first 3 attribute points: int, speed