rakenan: If you're transferring from BT2, you almost certainly have all your Archmages leveled to the point where they level really slowly, so your Chronomancer will get tons more SP as well, for more dungeoning endurance.
(This post applies to the remaster; classic versions handle the Brilhasti bonus in a way that is strategically different.)
However, if you're transferring from BT2, there is a chance you'll already have MAMA, which is stronger than anything (non-Misc) a Chronomancer can cast other than FAFI. If you're playing with legacy XP (which is how I prefer to play the remaster), and you don't fight that many fights before Tenebrosia, you may find that you get NUKE before FAFI, or that it will at least be a while before you get FAFI, in which case your best offensive spells are MAMA (from Archmage) and DIVA (Misc., and rather expensive) I hope you have a Conjurstaff (or equivalent) and enough Harmonic Gems.
(In the classic versions, if you kill Brilhasti with an Archmage or Chronomancer in your party, that character will get enough XP to reach level 35, allowing you to get FAFI early.)
There's also the fact that, in the remaster, an Archmage transferred from BT2 can equip the Death Dagger, but a Chronomancer can not; this might matter if you are big enough on casters to put one in the front ranks. I think I may actually try this. (Note that the Death Dagger will not drop in BT3, not even in the remaster, as far as I can tell; nor will the other BT1-only items.)
rakenan: That said, I'm big on casters in my party. I also make 2 Geomancers when I get the chance. The only non-casters are the required Rogue and the Bard who, while not strictly mandatory, is super-useful.
(Again, tis post pertains to the remaster.)
In the remaster, Hunters can be useful due to their ability to critically hit at range. They can do so for free at 70' with the Nightspear or Deadlyrang, or 80' with the Sword of Zar from BT2, and can get 90' criticals (with limited charges) with Aram's Knife, Zen Arrows, or Ag's Arrows. Also, give a Hunter some Black Arrows (and a bow), and you can now critically hit entire groups at once (and Black Arrows are more common than Deathhorns in my experience). The one catch is that you may need to gain extra levels, as enemies in BT3 have much better saving throws than those in BT1 and BT2.
By the way, Hunters are also critical in classc 16-bit versions (DOS and Amiga); some endgame enemies (Rock Demons) are basically immune to spells, and Hunters are the only ones who can critical hit without spending a turn hiding. (Weapons with petrify and death effects are broken (in other words, they don't work) in 16-bit versions, and using a summoned or spellbound monster won't work as status ailments from monster attacks (on both sides) are *also* broken, as are monster breath attacks.)