Following the Dark Path gives access to Dark magic, not Light. Dark Magic is primarily offensive. My preferred Dark Path party is archer, cleric, sorcerer, sorcerer. You need to be careful early on, but towards the end, the party gets wickedly powerful. I use the archer for three reasons: he can get the disarm skill, as a halfway competent fighter he offers some protection while the spellcasters are weak, and he can use some of the lovely armour and weapons you find.Light magic is primarily defensive, and here I would change one of the sorcerers to a paladin. The cleric for healing and GM Protection from Magic, the sorcerer for Lloyd's Beacon, the paladin mainly for physical assault, and the archer as above. That means that all four members gain access to that invaluable spell Paralyze.
This is purely a personal preference, but I consider the assault on The Pit by a Light Path party to be one of the best battles in the whole Might & Magic canon. Superb!