Storm of Zehir is definitely doable with small parties. I haven't done less than 4, but I can't imagine that 3 or even 2 or 1 would be a problem. One thing to note is that SoZ makes heavy usage of skills, so ensuring you have a wide variety of skills is the most important thing in this campaign. It's a rare day that I recommend dropping spellcasters - because I love my spellcasters - but in Storm of Zehir having access to every skill is more important and given the choice between a Rogue and a Wizard I'd take the Rogue. In particular it is extremely helpful to have one character that has Spot, Search, Hide, Move Silently, and Survival. Only one character can act as an overworld guide at a time; spot and search help you find hidden locations, hide and move silently help you avoid random encounters, and survival increases your overland move speed. It is so convenient to have one character with this combination of skills.
I'd also caution you about using so many multiclass spellcasters. They tend to be fine at higher levels, but at lower levels they can struggle and an entire party of them can be pure frustration at the early stages of the game. Personally I'd recommend using a Bard instead of Arcane Trickster and a Druid instead of Sacred Fist. They hit all the same competencies as the multi-class characters without any early-game pain.
A final warning is that the Storm of Zehir module has a weird leveling curve, and it's very easy to stumble into the end-game long before you're ready for it. In my first playthrough I was only 13th level with a 4-man party when I reached the final boss fight - a battle intended for parties approaching the 20th-level. Took me a lot of reloads before I finally won that fight.
Post edited January 18, 2017 by Darvin