kwankwan: I don't like 'dual-classing' - I always stay on the hero's respective class.
I usually start with the fighter or the ranger. Fighters are really good early on (and in the late game) and especially if you start with that skill that gives you +income (can't remember what it's called now), but after two levels I was gaining +20 (I think) which is INSANELY helpful after 2 turns. After that I usually go Wizard or Ranger, but most likely Ranger, because of the exploration stuff.
The Wizard is really good in mid game and can still be very useful late game, depending on the type of monsters and opponents you face. With my Wizard I focus on spell power and negating resistance, getting him good gear is key! Remember to get his stamina up!
The Warrior +gold skill is called Blacksmithing.
I agree with you partly about the Dual classing, with the exception of Commander. I have started to come around to it a bit more now for a couple reasons though but really only for Warrior or the Commander.
Wizards don't need "Gear" to do well that's every other class. Not going to say that a few more stamina, HP and Ranged defense wouldn't help though but it's not that vital. It was really funny my level 2 or 3 Wizard was able to take on 3 Trolls although he didn't actually fight them. 2 Fears on each of them and let them run for the loot was what I did on like turn 7 or so, no exp kind of sucked though. Oh btw that got me a Cloud of Terror scroll ftw!!! As soon as I had an open level 4 slot the computer was toast.
Also the Order of Wizard skills for me usually is, Wisdom, Spell Power, Thaumaturgy, Concentration and Wand Mastery last.
I have recently just tried out the Dark Knight multiclass for the Warrior/Wiz. The reason I decided to try it was that one of the really annoying things about the warrior to me previously was the stupid number of command points he had as I went solo 99% of the time and it was just annoying to waste it all. The pure warrior had only five T1 spells slots and two T2's. However the Dark Knight can have upto 5/3/2/1 slots for spells. With Wisdom 3 that becomes 7/4/2/1. If you combine those with Concentration you can buff your DK like nuts and spells like Vamp will last 7 turns instead of just 4 which can be insanely helpful. Not to mention your Magic Armor and Stone Skin spells will quite make up for not being able to get Armor mastery lvl 5.
Sadly my DK is just around level 13 without any great gears yet. Has the Elven Blades for first strike and a 4/4 armor but that's about it.
Current skills are:
Weapon Mastery 3
Armor Mastery 3
Blacksmithing 3
Atheltics 3
Wisdom 0
Thaumaturgy 1* - (This is much better than the Warrior Resist/Morale skill)
Concentration 1*
Spell Power 0
Imagine that level 4 spell slot can be used for a Reincarnation Spell haha lets the Death Knight have a Paladin ability hehe.
I really hate how if you choose to go dual class though that you get a random 1 in 6 of the available skills. I mean for the DK there is NO reason you would ever want Wand Mastery, or even Necromancy. I wouldn't think Summoning would be worth it either although a Golem would be great for helping keep guys away from you when close to dying.