dabugler: I'm actually swapping the knight for a thief. Kinda like the fighter/thief of D&D fame. Light armor, sword and dagger, plus all the thieving stuff. Don't plan on addressing spells till after he's built for combat. Probably won't even be needed by that point. All the strength, endurance, and accuracy he can choke down. Will this concept of a uber thief work as a viable main fighter?
tl;dr: The Thief is a viable melee damage dealer. The archer won't be nearly as good in melee as the knight, but the archer does get double arrows per shot when using a bow at Master skill level.
Lots of words:
The default MM7 party is Knight, Thief, Cleric, Sorcerer, which is why I said you're swapping the Knight for an Archer. Speaking of which, one thing to specifically mention is that skill mastery in MM7 and 8 is hard capped for each class. So if you want Grand Master Disarm Trap, you have to take a Thief in your party. You've probably already noticed this, but I'm saying it in case you haven't.
The Thief is a good warrior, but he isn't a Knight. I've attached screenshots of the stats and skills for a Knight and Thief from an end game save (the party's next task is going through the final dungeon), but there are some things to keep in mind when looking at these numbers.
1) These numbers include end game equipment. My gear gives plenty of stat and skill bonuses, like a +17 to Armsmaster on the Knight and a +13 to Armsmaster on the Thief.
2) These characters are only level 38. They have enough experience to reach level 72 (which is around where you should expect to be by end game), which is another 300 some odd skill points to spend.
3) The Thief has a ring giving +15 AC; his AC without that ring is 94.
4) While the Thief has pretty much reached the pinnacle of his skill mastery, the Knight is missing GM Sword (at least 10 extra AC), GM Spear (at least 10 extra AC and 3 extra damage), and GM Body Building (worth nearly 200 more hp at level 36). If I were to advance each of them as much as is currently available, the disparity would grow.
All that said, the Knight is the epitome of melee brutality, the top of the line in raw melee damage and tanking. The Thief is still a good warrior, and he is able to hold his own among his peers of Knight, Paladin, Monk, and Ranger.
I'm afraid my only save with an Archer had some serious anomalies from how I usually play (party was Knight, Monk, Ranger, Archer, which means max Expert in Self magic, max Master in Elemental, and no Light/Dark), or how I'd expect a first time run to develop (my monk used a sword all game, my archer only reached Expert in bow!), so I won't post those screenshots for comparison.