Mechanical insights huh? I'll try.
I play a Montebanc with a falchion and every cheap secondary skill I could lay my hands on.
My fellow gamers are a Duelist, a Thief and a Cleric who uses the Ranger spellists instead of the clerical ones.
The Montebanc is a fine profession, and the falchion is the most powerful of the 1h edge weapons, particularly versus heavy armor types. You should build a good OB eventually, but your weapon choice does provide a small edge.
Focus on your AT and the first crit result. When you melee, you hope to parry with enough OB to force your foe to roll in the high 80's+ to crit you. Additionally, the A-B crits tend to be less lethal, and you can afford to take a few (far better than D-E crits). Keep your DB high enough to take the lesser crits and you will survive longer.
Being a semi spell user will slow your overall skill development due to spell cost. If you are playing the old A-E spell pick, you will fare better at long run dev cost but lose out at lower level flexibility. Regardless, get all you base list to 10/ or level and train those spells every level. Spells easily replace skills, so look close at the list and limit wasting dev on skills your spells can do. Likewise, if you have a spell that gives a big bonus to a skill, get a rank or two in that skill.
The cleric surprises me most. REPULSIONS is an excellent spell list and makes undead a clerics bitch. If you have access to Channeling Companion, I recommend the cleric picks his spells from the base list in the book appropriate to his PC's faith. The ranger base list are great for gathering info and travel in the wilderness, a bit of stealth too, but lousy in the area of offense. The lack of healing list will only hurt you if the GM doesn't use /allow herbs.
The dualist and thief may dominate early play due to their superior skill development at low levels. If it fits your conception, you may wish to wait to train spells until you reach level five, allowing for solid skill dev. With RMFRP Character Law, I like to buy the talent power (either 25 or 50 levels in spells). This allows you to save a ton of dev and train skills.
Share skill development of important skills amongst the party. Eventually you can all have herb lore, foraging, first aid and poison lore, but at early levels, spread the skill burden out amongst the PC's. You all need hits, observation and some melee ability, but the rest can be divided up until later levels.