Generally, the Light path is considered more combat-friendly due to high level buffs from Light Magic, for which you only need one character to apply to the entire party, and the rest can focus on other skills. Whereas Dark is more magic-friendly due to high level Dark spells - in particular Shrapmetal - especially if you get multiple characters firing them off. If you're on the Dark path your buffs may not be as strong, so take my previous advice with a grain of salt, but expert/master in Spirit/Body/Water should still be enough. But in general, the point about offensive magic being underpowered remains true, especially if you're not fully developed yet with GM skills. Even for an early-mid level Dark party, I'd expect melee to be better against Wromthrax.One of my favourite things about this game is that, early on, your melee is super weak, as is your overall party, and your buffs only apply to a single character, so they're inefficient to apply, and generally not worth it. So you start by dropping into TB for every battle and carefully picking your way through your best option every turn (spell, attack, heal etc). Then, once you get to a certain level of Spirit/Body Magic (and eventually Light, if you're on that path), and your buffs start applying to the entire party, and lasting longer, your ability to survive increases exponentially, and melee becomes a more realistic option. But if you've already trained yourself that magic and TB is the only way to survive, you might not ever think to change. It's honestly my favourite phase of the game.
Oh, and don't forget to hit the Day Of The Gods Pedestal in Erathia as well - you probably can't get back to Tatalia yet without it expiring, but keep it in mind! Good luck!