Kamashii: My party is pretty basic. Knight/Archer/Cleric/Sorcerer
I have only played the later MM. So maybe that's why I thought it be right, maybe I'm remembering wrong. But I'm pretty sure my archer had disarm trap covered in mm8. So I really didn't know what would be good.
I'm really crap all into the game. I'm up to the part where I need to rescue some dwarfs from a mine. Which I'm also finding hard, well in general I'm finding the game very hard. I never seem to remember having this much trouble early on in the later ones. So restarting wouldn't bother me.
I can't say I really looked into the classes at all, so maybe it would be better restarting it to setup it up better for myself.
On the note of the followers, are they really good to have around at all?
Wall of Text incoming!
-I'm guessing you are referring to the Dark Elf in MM8, since "archer" isn't a class in that game. The Dark Elf can GM bows and disarm traps, so it fits your description.
-It looks to me like you're pretty screwed, as far as using the Disarm Trap skill for end game chests. It certainly isn't a show stopper, since the Sorcerer and the Archer can both eventually use Telekinesis to open chests from a distance (dungeon sight lines permitting), the Archer can GM Perception (at which point, he'll always dodge trap damage, regardless of who actually opens the chest), the Knight gets a pile of HP for tanking (and to feed to the others via Shared Life; get a life leech sword or spear for the Knight, if you can!), and the Cleric gets all of the Self magic spells for healing and raising dead. The Cleric and Sorcerer can also boost your resistances by quite a bit.
-Assuming this is your first time through the game, and if you haven't done a whole lot of side quests, then I'd suggest restarting. Take the default party (Knight, Thief, Cleric, Sorcerer), as they have pretty much everything covered by at least one person. I seem to recall that the default stat distribution isn't horrible, either. The Archer has plenty of power, being a Knight/Sorcerer hybrid, but he doesn't bring much in the way of unique skills to the party. There are other party combinations that can kill things faster, but they often require some extra work/cost to deal with certain situations. You could possibly swap the Knight for a Paladin; the Pally still has GM Repair, and is a Knight/Cleric hybrid. The Paladin can use healing magic, and he is more defensively inclined (preferred equipment being Mace + Shield) while the Knight is all about raw "Hit things until they fall down" combined with "I have more HP than you".
-If you have a Knight in your party, and you are planning to go down the Good alignment path later in the game (as opposed to Evil), then stop (or finish) what you are doing, go to Harmondale, and get 5 Knight level arena victories. If you haven't decided whether to be Good or Evil yet, then do it anyway in case you decide to become Good. The Arena fights are much, much easier to beat at lower levels. The Harmondale stable goes to the Arena on Sundays; the prize money for winning will easily pay the stable travel fee. If you want to do it quickly, then look around town for a Horseman follower (reduces travel time when you use the stables), then dump the Horseman after you finish getting the victories. You need 5 "Knight" wins; Page, Squire, and Lord don't count. Again, the Lord Arena difficulty will not fulfill the criteria.
-A note about restarting: there is a luck well on Emerald Island. I think it has enough charges to boost two character's luck up to ~15 (which is about as high as it will go) if you reduce their luck. If you are willing to spend the time (both in game and RL) screwing around for about 3-6 months of game time, the well will refresh and you can boost the luck of the other two characters. This is just a minor boost, however, so feel completely free to skip it.
-If you do restart, then don't bother with the Stealing skill of the Thief.
-The mines can be rough if you try to go there early. Clear Harmondale and the Barrow Downs first, maybe run a few of the easier quests in Erathia and Tularean Forest. Complete some promotion quests to boost your character's power. Make sure to use the spell pedastals that are in the Bracada map to get the free casts of the spells each one offers. If you really want to complete the quest right now, then you can probably just run through the upper level of the mines, grab all the dwarves, then run out again. Be careful not to get trapped by slimes, and save before you attempt it.
You are probably better off making sure you can reasonably clear the upper floor of the mines before you finish the "Save the Dwarves" quest, though.
You'll need magic damage to hurt the slimes. All the wands you've been finding should be able to help with this, with the archer and sorcerer using their own MP to cast damaging spells. If you find a weapon that adds fire/cold/electric damage, then a character can use that weapon to deal damage (the physical portion will be ignored, but the elemental damage will still hurt the slime). Preference would probably go to the Knight if you only have one weapon with bonus elemental damage; the archer and sorcerer can use spells, and the cleric may be busy healing.
The medusas on the bottom level of the mine are much stronger than the slimes on the upper level, and the medusas are immune to magic. You'll need to use weapons and bows to kill them. Be careful down there, because they can paralyze or petrify characters; there are plenty of potions in the area to fix these conditions, but the potions are finite in number.
-Certain followers can be very helpful, while others are basically useless:
-If you don't have expert Air, then you can use a Cartographer to have Expert Wizard Eye active until you go to the Tularean Forest and teach someone expert Air. Dump the cartographer once you can cast it yourself.
-A scholar can identify anything you find, and he gives a little bonus experience as well; this is a pretty good follower until your sorcerer has some spare skill points to use on the Id Item skill.
-The instructor and teacher give pretty hefty bonuses to experience earned; they are my favorite follower pairing as soon as I'm not so crunched for gold (the teacher is reasonable, but instructor is a bit pricey for low level parties).
-If you aren't sure what you want, then go with a factor and a banker; after the initial hire cost, they are effectively free since they give you more bonus gold than they take.
-I'll use the horseman when I'm stacking arena victories, then I'll never use it again.
-If you need a town portal but you don't have the spell yourself, then a water master can fill in for you; I would just hire the water master, use his spell, then dump him before I go adventuring again. You can rest to make his single cast available again, if you need to portal multiple times. The 2000 hire price is a little steep, but the real killer is his 20% fee on gold found. I absolutely would not take him with me when I'm ready to look for loot again.
-Same with the Water Walk and Fly followers, though I've never actually needed them. Expert Water isn't hard to get (allows you to cast water walk), and fly scrolls can be found or bought if needed.
Be advised that the more powerful followers won't appear in the smaller towns. Look around in capitals (like Erathia or Tularean Forest) for them.